More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: Simius on 2009 June 22, 17:32:14



Title: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 17:32:14
Instead of filling up the request thread with a bunch of questions, let's ask them here and see if we can help each other out with some of the features.

The next post contains all the AwesomeMod commands I know of.  I'll try to keep it as updated as possible.  If you notice anything that is wrong or unclear please give me a heads up.  If you find any commands I don't have listed... by all means post it here and I'll try to add it to the list.



Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 17:35:01
Use the following at your own risk.  (I dunno if that needs to be said, obviously nobody else is risking anything if you bork something)
Known console commands ctrl shift c to activate the console
showconfig - lists your current AwesomeMod config settings
showconfig RoboticHandofGod - shows the current config setting for RoboticHandofGod  (change "RoboticHandofGod" to a different setting listed from showconfig to see its current setting.  For example, showconfig lesswhiny will show you if the lesswhiny feature is enabled)
setconfig RoboticHandofGod true - enables the awesomeMod feature "RoboticHandofGod" (change "RoboticHandofGod" to a different setting listed from showconfig to activate that setting; Change "true" to "false" to deactivate a setting)  For example setconfig lesswhiny false will deactivate the lesswhiny feature.
Maxmotives - sets all motives in the household to max
editsim - brings up the CAS for the currently active sim.
editsim firstname lastname - edits the sim Firtname Lastname in CAS.
destroyallhumans - deletes all sims.  Including your current family.  Good for starting a fresh neighborhood
destroyallnpcs - deletes all npcs.
destroyalltownies - deletes all non active household humans (I'm not sure if it kills any npcs... I've never used this one.... but I am pretty sure it doesn't kill any active household members.... someone with experience with this command let me know exactly what it does)
help - lists all console commands.  This list includes EA commands as well as AwesomeMod commands
dresser - sends active sim to the CAS dresser mode for editing outfits
dresser firstname lastname - sends the sim Firstname Lastname to the CAS dresser for editing outfits
mirror - sends active sim to the CAS mirror mode for editing hair and whatnot
mirror firtname lastname - sends the sim Firstname Lastname to the CAS mirror for editing hair and whatnot
lifetimehappiness - adds 50,000 spendable lifetime happiness points to the selected sim
listchosen - lists all your households that are protected from story mode by having the ChosenTagString in their household description.  good for testing if you did it right.  (I haven't tested this yet... so feedback if my description is inaccurate would be welcome)
listhomeless - lists all homeless households in the neighborhood
money - sets the active sim's funds to $1,000,000
money 1000 - sets the active sim's funds to $1,000... change the value to whatever you like
select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)
SetHouseholdDescription texthere - Sets the current household description to texthere.  change "texthere" to whatever you like.  Good for setting up a household to be protected by your story mode protection string or to make a household listed under your radar string.  (This might not be an awesomemod command)  No longer necessary, see bless command.
disableclothingfilter on/off - Lets you pick any item of clothing for any category in the CAS screen *Thanks tedw*
bless toggles it on the Sacred status of current fambly.  Used for storymode protection.
bless <houshold> - to bless a household.  (probably toggles it... so if you type it a second time you can probably disable it for that household)

Known mouse commands - pulls up pie menu commands
ctrl-shift-click on a sim - EA debug commands *use at your own risk* *seriously* *You would be safer lighting your computer on fire than you would be using some of those functions*
ctrl-click on active sim - Supreme Commander
Supreme Commander is kind of like Macrotastics from The Sims 2.  It will direct your sim to do things like "collect rocks" and whatnot.
    Task: Power Idle
    Task: Random Crap
    Task: Write Book *Must already have a book in progress*
    Task: Trash Rummage
    Collect: Bugs
    Collect: Rocks
    Collect: Seeds
    Collect: Everything
    Skill: Cooking
    Skill: Mechanical
    Skill: Logic
    Skill: Gardening
    Skill: Writing
    Skill: Charisma
ctrl-click on another family's sim- selects sim and changes to his family
Shift-click on active sim- Modify Traits of the sim
Shift-click on sim- Trigger Age Transition of sim
shift-click on non-family sim - Add to active Family
In the map screen: ctrl-Rightclick on one of the orange tags to instantly select! Control and track your entire neighborhood!
ctrl-Rightclick - Marking and Unmarking sims and households for Sacred status and Radar tracking
ctrl-click on another family's house to change active households *thanks bidou*

addtrait Pedophile Makes an adult sim receptive to advances from a 12.
addtrait Pedobait Makes a 12 receptive to advances from an adult
backtowork  Get back to work you slacker!
addtrait <trait name> adds a trait to a sim.  It is case sensitive. To add the "Natural Cook" trait you need to type in addtrait NaturalCook
droptrait <trait name> removes a trait from a sim.  It is case sensitive.
rename renames a sim.  Doesn't check for the name's length
therapture  The rapture is coming! Only your chosen will be saved.
listchosen It lists the chosen.
wandhere wands the lot ala sims2 wand.  (I think if people are stuck it fixes it... but I have no idea.. Someone please explain this one for me)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: startspring on 2009 June 22, 19:18:13
Hi!

Every night at 12.59 (in game ::)) the game starts lagging, and I mean serious lagging. It stops for about 2 min and then runs for 2 sec all through the night. In the morning about 4 o clock it starts running normal speed again ??? Awesome is the only mod I have installed. I love it and want to keep it :'( Anyone else who has these issues? What to do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: startspring on 2009 June 22, 19:34:47
Good to know. My Pc is kinda averege so :P. Thanks for the info :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Queena on 2009 June 22, 19:37:10
Question, sorry if this is documented someplace, but how do I increase the limit that kleptomaniacs can steal per night?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 22, 19:44:29
That's normal. RTFT.

Around 1am the 'story mode' routines run, and Awesomemod tries to sanitize them so they're not too stupid. This is still very CPU intensive -- several seconds delay on fast PCs, and up to minutes for slow PCs.

It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 19:47:58
Question, sorry if this is documented someplace, but how do I increase the limit that kleptomaniacs can steal per night?

There is a mod for that.  It allows you to steal at any time (if nobody is looking) and increases the limit to 50 items per day.

http://www.sims2workshop.com/viewtopic.php?t=3087


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 22, 19:51:40


It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.

I'm talking to the walls.  This has been discussed (to friggin death) in the Request thread.

The changes that are causing the lag are new.  Therefore the lag is new.  You didn't experience before 2 days ago, because the Story Progression changes didn't exist before 2 days ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 19:51:53
That's normal. RTFT.

Around 1am the 'story mode' routines run, and Awesomemod tries to sanitize them so they're not too stupid. This is still very CPU intensive -- several seconds delay on fast PCs, and up to minutes for slow PCs.

It's weird though - this has started happening to me recently, like the past 2 days or so, but never before that.

That's because previous versions of Awesomemod didn't really touch the story mode logic.  The new version makes it smarter... but uses a lot of calculations to work so that is why it is lagging now.  For me, it lags 2 or 3 times for 1 minute... then runs fine.  I'm sure it acts differently in different hoods/different computers.

The good news is J. M. Pescado is trying to find where in the code it is hanging up, and trying to make it more efficient.  So hopefully in a future build it won't lag anymore but still make story mode more logical and not completely random like the vanilla version.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mandapotpie on 2009 June 22, 20:38:15
 For me, it lags 2 or 3 times for 1 minute... then runs fine.  I'm sure it acts differently in different hoods/different computers.

I already knew about the lag issue but I do have a question about it. I was playing the same household of orphans for a couple of sim weeks (long enough for the toddler to be 2 days from teen) and the first few nights the lag was once at 1 a.m. for a couple of minutes. But the longer I played the game, the lags started lasting longer. Right now they happen every 5 sim minutes starting at 1 a.m. until about 3:30 a.m.

I haven't played with any version released today because I have been at work. But it did seem to get exponentially worse the longer I played. Has this already been fixed? Has anyone else had this problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 22, 20:56:49
I just installed the newest build and the lag issue seems much better.  Had I not been watching 1am come and go, I might not have noticed the tiny hiccup that occurred.  That's especially remarkable considering the game itself is running really slowly for me because my computer really needs to be rebooted.  I tested two nights in a row.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 22, 21:36:02
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tawny on 2009 June 22, 21:38:46
I had a problem- I'm posting it here because I'm not sure if it's my game/a glitch or related to the Awesomemod.

I installed the Awesomemod according to the directions I found on this site and at MTS. I'm about 98% sure I did it right. I triple checked to make sure I installed it correctly.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I've just removed the Awesomemod and I'm going to restart my game to see if it was a game error or an Awesomemod error. If I restart my game and the mouse is back, I'm going to reinstall the Awesomemod again just to make sure it was/wasn't the Awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Robowolf on 2009 June 22, 21:42:22
Since the bugs thread has been closed, I'm posting this here. If I've missed the new bugs post, degrade me thoroughly.

I'm only using the awesomemod + enablescripterror packages; the one I'm using is from 15 June. I've tried multiple times to use the latest one (21 June, afternoon version) and kept all the standard configs, except that I enabled debugcommands (<i>not</i>, however, debuginteractions). Every time I try to use it, however, it loads up fine, asks me which game file I want to play - but then it reports that there's no CD in the drive. The no-CD is, naturally, enabled.

I've cleared caches, I've returned debugcommands to disabled, I even tried disabling no-CD and then re-enabling it. It continues to report that there's no CD until I finally reinstalled the awesomemod from 15 June.

Anyone else got this problem? Am I doing something painfully, obviously stupid? Or is it just an unknown oddity?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jonni on 2009 June 22, 21:59:36
I'd just like to report a possible problem I've found. I have No Random Merges, Evictions and Additions enabled, and I noticed a household consisting of 2 adult males left their rather large house and merged with another 2 person household, making it a 4 person household. This new house they moved in to is tiny, with 1 double bed, and the sims are all strangers to each other.  ???

Is No Random Merges working fine for everyone else?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 22, 22:03:24
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.

The description on the config tool says "Households containing this string in their description are immune to Story Mode. Leave blank to not use this feature."  So it would make sense to be placed in the household description.    That is where I am putting it at any rate.

You shouldn't have to do anything beyond that (beyond setting the code in the aweconfig.package of course).  I believe you could even have other text in there as long as it somewhere says "noprog" or whichever code you chose.  But I don't like to tempt fate so my descriptions only include the tagline I chose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 22, 22:17:40
After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I doubt it's due to awesomemod, as I experienced the same more than once, with and without mod. It occurred more frequently if I keep the game minimized at some point: when I return, the cursor is gone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 22, 22:42:16
I had this question posted at the request thread before you made this one.  Was going to tell someone to move it to here, but appearently it got erased or something.  Anyway, my question was for the God's chosen tag.  Do you put that into the individual sims descriptions or just the household description.  Also, do you just type what you put in in the config tool?  For example, I used noprog for the key, so you just type that in the description and that's it.  Or do you have to do something else as well.  Sorry if I sound like a moron, but I wasn't totally sure based off the description in the readme.

The description on the config tool says "Households containing this string in their description are immune to Story Mode. Leave blank to not use this feature."  So it would make sense to be placed in the household description.    That is where I am putting it at any rate.

You shouldn't have to do anything beyond that (beyond setting the code in the aweconfig.package of course).  I believe you could even have other text in there as long as it somewhere says "noprog" or whichever code you chose.  But I don't like to tempt fate so my descriptions only include the tagline I chose.
That's what I thought, but wasn't for sure.  Thanks for the reply.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I doubt it's due to awesomemod, as I experienced the same more than once, with and without mod. It occurred more frequently if I keep the game minimized at some point: when I return, the cursor is gone.
It's not due to the mod.  I've had this happen in other games as well.  Usually restarting the game fixes it. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 22, 22:49:42
I had a problem- I'm posting it here because I'm not sure if it's my game/a glitch or related to the Awesomemod.

I installed the Awesomemod according to the directions I found on this site and at MTS. I'm about 98% sure I did it right. I triple checked to make sure I installed it correctly.

After starting my game (which loaded perfectly fine, no crashes/problems!) I played for about a minute and a half before my mouse disappeared! :(
I couldn't see the pointer at all, so I keyboard shortcutted a Quit and voila! My mouse was right there on my desktop.

I've just removed the Awesomemod and I'm going to restart my game to see if it was a game error or an Awesomemod error. If I restart my game and the mouse is back, I'm going to reinstall the Awesomemod again just to make sure it was/wasn't the Awesomemod.

I play in windowed mode, but the mouse-loss happens to me occasionally. I just click around inside and outside the window until it comes back. I've never had to restart the game to get it back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 22, 23:59:47
hey everyone Im new here and I needed some help with the mod. Do you have to have aging on under options in order to have the TS2Aging cheat to work?

thanks


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 23, 00:02:55
I'm not 100% sure, but I believe you would.  Otherwise your the active household wouldn't age.  Also, you need to have the ts2 aging enabled via the config tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 00:10:24
Ok thank you for the quick response :) So for sure no one else will age once i put aging on under options only the current household im playing? I dont like my default sims aging hehe


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 23, 00:24:03
Ok thank you for the quick response :) So for sure no one else will age once i put aging on under options only the current household im playing? I dont like my default sims aging hehe
That is the way it supposed to work.  I don't use that feature, so take my advice with a grain of salt.  The best way to see if it is working before you start your main family, is to test drive a couple of premade families for 2 or so sim days.  I believe they age at midnight, so switch families after then.  Just make sure you remember their age before you switch over.  Rinse and repeat.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 02:20:14
One more thing guys before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now. Is there a way to get the slider again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: m_evergreen on 2009 June 23, 04:47:24
I know that I am doing something wrong.  I just started using a Mac, so I'm not used to them.  First I installed the framework.  I wasn't sure if it went in Applications > The Sims 3 or Documents > Electronic Arts > The Sims 3.  I've tried both.  Is there a Sims 3 folder I'm missing?  I know under windows it would go in the one under Program Files, but I don't think Macs have Program Files.

Then I added the .package file to Mods and deleted the scriptcache.package from Documents > Electronic Arts > The Sims 3.  No matter what combination described above the mod doesn't actually do anything.  My game remains as usual.  None of the Awesomod features are present.

So, if anyone has a Mac and knows what I'm doing wrong, please let me know.  Thank you!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 June 23, 05:13:50
I know that I am doing something wrong.  I just started using a Mac, so I'm not used to them.  First I installed the framework.  I wasn't sure if it went in Applications > The Sims 3 or Documents > Electronic Arts > The Sims 3.  I've tried both.  Is there a Sims 3 folder I'm missing?  I know under windows it would go in the one under Program Files, but I don't think Macs have Program Files.

Then I added the .package file to Mods and deleted the scriptcache.package from Documents > Electronic Arts > The Sims 3.  No matter what combination described above the mod doesn't actually do anything.  My game remains as usual.  None of the Awesomod features are present.

So, if anyone has a Mac and knows what I'm doing wrong, please let me know.  Thank you!

Installing Awesomemod on a Mac:  http://www.moreawesomethanyou.com/smf/index.php/topic,15477.0.html

There is an entire thread about it, but it is not in the Awesomemod section, so I can understand how you would miss it.  However, do try a search next time, it results in less pokings from the MATY crowd. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joefish on 2009 June 23, 05:22:41
I just downloaded the lastest version of the Awesomod, but I can't seem to locate one of its previous features. In the previous Awesomod version that I had I could shift click a sim that I wasn't controling and select "select sim" this way I could now control that other sim. Now when i shift-click a sim that option does not appear. What happened to it? I really liked that feature


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: old_dude on 2009 June 23, 05:45:23
Control click.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joefish on 2009 June 23, 06:05:45
Thanks for that tip, but that ctrl-click did not show me what i was looking for. Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household. The previous version of the awesomod allowed me to shift-click on a sim not from my own household and select them and therefore control them


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 June 23, 06:07:39
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosenshyne on 2009 June 23, 06:12:09
Since the bugs thread has been closed, I'm posting this here. If I've missed the new bugs post, degrade me thoroughly.

I'm only using the awesomemod + enablescripterror packages; the one I'm using is from 15 June. I've tried multiple times to use the latest one (21 June, afternoon version) and kept all the standard configs, except that I enabled debugcommands (<i>not</i>, however, debuginteractions). Every time I try to use it, however, it loads up fine, asks me which game file I want to play - but then it reports that there's no CD in the drive. The no-CD is, naturally, enabled.

I've cleared caches, I've returned debugcommands to disabled, I even tried disabling no-CD and then re-enabling it. It continues to report that there's no CD until I finally reinstalled the awesomemod from 15 June.

Anyone else got this problem? Am I doing something painfully, obviously stupid? Or is it just an unknown oddity?

I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 06:43:29
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.

I think that is a good idea. If someone makes a list like that I'll try to edit the first post to include them.   I should probably also add the various mouse commands that I know of.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tedw on 2009 June 23, 07:10:52
I didn't see this in the RTFM, but found it mentioned in another thread:

disableclothingfilter on/off - Lets you pick any item of clothing for any category in the CAS screen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Robowolf on 2009 June 23, 07:18:47
I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.

I never even installed the launcher, actually, but I tried deleting/redoing the shortcut and going through all it again - nope. Still asks for a CD.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 08:00:01
Okay.... done updating the first post with all the console commands/mouse commands I know.

Thanks tedw for the disableclothingfilter command... I've added it to the list.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Franc Kaos on 2009 June 23, 10:18:10
Hi, just registered here to post my thanks for an awesome mod, no bug reports as such (did notice the 1am glitch but not too bad on my system - self built games machine), but I do have a question/suggestion; is there any way of making all the props uni sexual? (hair, clothes, personal decs - or at least the hair, a lot of the female hair would look ok on the guys).

Actually, kind'a surprised to find myself utterly addicted to this game, played The Sims1 for a few hours, same for TS2, but this version (with a few annoyances, agree about the ingame lighting, though fixed the pudding look by changing the res format, they look better at 5:10 than 16:9), really grabbed me, 'got' it for my niece but can't stop playing it.

Anyway, cheers for unborking the game even more.

Franc Kaos.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 23, 10:53:30
I installed the latest version yesterday and leave  the "Wired Stereos Don't Annoy Bedrooms" enabled, now none of my Stereos have sound!
I use the German version of S3.

Greetz


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 23, 10:55:33
Pretty sure that has been fixed for some time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 June 23, 12:30:18
I saw in the awesomemod configuration tool that there is an option for TS2 style aging where only the active household ages, which is what i've been dieing for! Can I get a confirmation from anyone that this works?  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 23, 13:03:46
I saw in the awesomemod configuration tool that there is an option for TS2 style aging where only the active household ages, which is what i've been dieing for! Can I get a confirmation from anyone that this works?  :D

It works.  But you shouldn't need confirmation.  The fact that Pescado says it is there should be enough.  He only makes things that work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 23, 14:47:22
I think my question got lost a bit but I asked

before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now when I have both enabled . Is there a way to get the slider again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 23, 15:12:50
I think my question got lost a bit but I asked

before I enabled Commands and Interactions with the Awesomemod i was able to slide the needs to fill them up when I want. I cant seem to do that now when I have both enabled . Is there a way to get the slider again?


Actually, I'm having the same thing happen. Just put in the testingcheatsenabled command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blech on 2009 June 23, 15:18:34
I had that problem. It ended up being because I was still trying to use the launcher. Make a new shortcut, this one pointing directly to the C:\Program Files\Electronic Arts\The Sims 3\Games\Bin\TS3.exe If you need to add new Store content in the future, you can just open the launcher, install the content, and then use the new shortcut to start the game.

*Edit for incorrect file path.

I never even installed the launcher, actually, but I tried deleting/redoing the shortcut and going through all it again - nope. Still asks for a CD.

My little sister had the same problem after I installed Awesomemod on her laptop. Turns out she was making a new shortcut to the launcher and not the .exe. Not saying you're as computer illiterate as her, but it's worth double checking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 15:26:31
I have a question for you Pescardo.  I see you added a feature where non-active sims can gain lifetime happiness by fulfilling wishes.  Very cool for anyone who is playing multiple families.  But do non-active sims automatically choose new wishes... or do they only fulfill the ones you have already selected for them when they were in your active family?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 23, 15:28:20
I have a question for you Pescardo.  I see you added a feature where non-active sims can gain lifetime happiness by fulfilling wishes.  Very cool for anyone who is playing multiple families.  But do non-active sims automatically choose new wishes... or do they only fulfill the ones you have already selected for them when they were in your active family?
Just the ones you already selected. For now. More to come, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 June 23, 17:05:56
Thanks for that tip, but that ctrl-click did not show me what i was looking for. Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household. The previous version of the awesomod allowed me to shift-click on a sim not from my own household and select them and therefore control them

You might also try alt-click.  It's moved around a few times in the various versions.  It's there, though.  One of my favorite features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 23, 19:11:35
Pretty sure that has been fixed for some time.

I think you´re right it seems I have the missing music bug ;(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Indiasong on 2009 June 23, 21:21:50
Well shift-click doesn't work for me either now, neither does crtl-click or alt-click to select a sim. I'm missing that feature.
And I have the missing music bug too, I noticed when it came back briefly during another interaction, can't remember what it was.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 23, 21:31:33
Ctrl-clicking just worked for me.  Thanks for asking the question, b/c I had no idea you could seamlessly switch between households in seconds.  What an incredible feature.  You can switch to NPC's, see where their family members are doing, grant them wishes, see how their career and relationship.  I switched to some random towny and saw that every family member was busy doing something, and within moments one of them got a new skill level.  It really makes the town feel more alive. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 23, 21:49:05
Well shift-click doesn't work for me either now, neither does crtl-click or alt-click to select a sim. I'm missing that feature.
And I have the missing music bug too, I noticed when it came back briefly during another interaction, can't remember what it was.
If the sim you are clicking on is homeless then you can't select them.  Type listhomeless in the console and see if the sim you are trying to select is homeless.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Indiasong on 2009 June 24, 00:03:05
That's probably it, he was a maid. mirror worked, but you have to remember the name and type it flawlessly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: old_dude on 2009 June 24, 01:41:11
Let me try to explain further. What I am looking for is an option to click on a sim that is not currently in the household I am running and have the option to "select sim". Once I do this then my control switches from the household I was controling to the household of this new sim I have selected. Ctrl-Click does nothing when clicking on a sim from another household.

As of yesterdays build, control still worked for me in selecting other sims.

Nevermind, I see now you found your problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MASchlabach on 2009 June 24, 02:26:11
ShowConfig in the newest version of AwesomeMod has an option I have never seen before, and can find no mention of it in any of the threads - "InformOnStoryAction: False"

Was wondering if anyone had any further information on what this option enables. My (hopeful) guess would be pop-ups informing you of the Story Mode type of actions occurring in the neighborhood, replacing the need to spend an hour reading the paper every day!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 03:11:36
ShowConfig in the newest version of AwesomeMod has an option I have never seen before, and can find no mention of it in any of the threads - "InformOnStoryAction: False"

Was wondering if anyone had any further information on what this option enables. My (hopeful) guess would be pop-ups informing you of the Story Mode type of actions occurring in the neighborhood, replacing the need to spend an hour reading the paper every day!
When story mode gives someone a job or does a change in the relationship between 2 sims or fires someone or has someone retire etc etc etc it will let you know.

It is kind of cool to see... and usually there aren't too many popups.  (They generally happen at 1 am)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 24, 03:22:37
Im not sure if this is possibly but can you add money to a family when your in edit town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 03:59:46
Im not sure if this is possibly but can you add money to a family when your in edit town?

Yes.  Go into the console (ctrl-shift-c) and type Familyfunds Lastname 5000 to set the Lastname family's money to $5,000.  You can set it to whatever amount you like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: astraled on 2009 June 24, 04:33:21
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 05:05:38
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: astraled on 2009 June 24, 06:07:24
The name of this thread is not a lie! That is a most excellent helpful tip.

It seems obvious now, you'd think I would have hit on it when I was typing in all the variations on edit I could think of. So not awesome of me.


Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mimi on 2009 June 24, 06:12:47
Hi fellow simmers! Okay, so I just downloaded awesomeMod and I have a Mac. First I downloaded the 'framework.zip', and after, I downloaded the 'awesome.zip.'

This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

These are the ONLY two things I downloaded. I did NOT download 'Delphy's Framework Install Monkey For Dummies.'



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 24, 06:56:18
This sounds... well, awesome.
So, I hope you'll explain a couple of things to a peasant (me).
What is a hack framework (it's required--what is it? is it related to ".NET Framework 3.5", which is a requirement for Install Helper Monkey? and I don't know what that is either). I know this is probably basic. I've lurked and read every post on the Awesomemod and I can't figure some of this stuff out. XML? (I see this one a lot... it's probably obvious  :-[ )

The Install Helper Monkey also states in its description on MTS "Please note that this overwrites any existing Resource.cfg file in the Sims 3 root folder." Should I care about this?

Sorry to ask stupid questions, but I want to learn!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 07:08:24
This sounds... well, awesome.
So, I hope you'll explain a couple of things to a peasant (me).
What is a hack framework (it's required--what is it? is it related to ".NET Framework 3.5", which is a requirement for Install Helper Monkey? and I don't know what that is either). I know this is probably basic. I've lurked and read every post on the Awesomemod and I can't figure some of this stuff out. XML? (I see this one a lot... it's probably obvious  :-[ )

The Install Helper Monkey also states in its description on MTS "Please note that this overwrites any existing Resource.cfg file in the Sims 3 root folder." Should I care about this?

Sorry to ask stupid questions, but I want to learn!

Don't worry about all that.  Just download the monkey installer then run that.  Everything will be all set up for you.  Then download awesomemod and double click it.  It will install it for you.  Then double click on it again and you should get an error message saying the file was already installed.  If you get that then you should be good to go.  (repeat for the aweconfig.package as well if you want to customize awesomemod) load up the sims.  Play your neighborhood.  Then open up the console (ctl-shift-c) and type in "showconfig".  If you get a popup window listing all the awesomemod features... it is running correctly in your game.

After that, if you ever want to update awesomemod with a newer version you will have to delete the old awesomemod and the old aweconfig.package

If you can't find them... then just double click on the awesome.package that you downloaded and you'll get that error message again which tells you where it was installed previously.  After you delete those files double click on the new ones to have them installed.

It is as easy as that.  And no, don't worry about the monkey installer overwriting the resource.cfg  That only really pertains to people who have manually installed mods and made their own resource.cfg


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 24, 07:10:53
This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoWe on 2009 June 24, 07:15:25
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim

I tried this command too and got the same "unknown command" message. What exactly did I have to wirte into the commandline and from where, household with sim selected, neighborhood?

Thx and Greetz


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 24, 07:19:02
Is editme supposed to be gone from the latest version?  I tried it out and am getting an unknown command response.

I don't want to put this in the bug thread in case it's a feature.
It is now editsim

I tried this command too and got the same "unknown command" message. What exactly did I have to wirte into the commandline and from where, household with sim selected, neighborhood?

Thx and Greetz
With a sim selected.  (not in CAS or anywhere like that)

Do any of the other commands work for you?  It is possible you don't have awesomemod installed correctly.  Try typing in "showconfig" and see if that works.  (no quotes)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 June 24, 08:32:25
Hi fellow simmers! Okay, so I just downloaded awesomeMod and I have a Mac. First I downloaded the 'framework.zip', and after, I downloaded the 'awesome.zip.'

This is the folder route:
Electronic Arts > The Sims 3 > Framework > Mods > Packages > Awesome

Is this correct? Should awesomeMod work?

These are the ONLY two things I downloaded. I did NOT download 'Delphy's Framework Install Monkey For Dummies.'



Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them. 

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html). 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: igottapi on 2009 June 24, 12:39:45
Does anyone know how to kill the meal anytime code?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bidou on 2009 June 24, 13:13:19
A small addtion to the list of commands - You can ctrl-click on another family's house to change active households.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 June 24, 14:26:51
When I type showconfig the list is so long it goes from the top of my screen past the bottom. The check you click to close the box isn't even visible. You can't click anything behind it and you can't close the box so it basically you are stuck. I had to Alt-Tab to minimize the game them do Ctrl-Alt-Delete to close the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 24, 14:29:32
You could have just pressed enter, but the new update changes that so it won't happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ForkInToaster on 2009 June 24, 14:49:07
I've been busy with my current family who had a missing phone for a while and 5 screaming diaper-fillers.  I haven't had time to check on the randomly generated townie families.  Has the smarter AI been producing romance or kids in your town?  I saw one married family with three kids, but I think they came to town that way.  I'm sure the AwesomeMod is chugging away as it should, but I'd like to know if anyone has seen it in action -- sims gettin' it own all by themselves.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mimi on 2009 June 24, 18:22:41
No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.

I'm sorry. I feel like such a pain... but thank you so much!
So now, all I have to do is install awesomeMod like this? :
The Sims 3 (Alias) > Mods > Packages > Awesome




Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them. 

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html.

I'm so sorry. I know, I'm a pain... and I surely don't want to be poked with sporks. :P
But I looked through the forum and I saw the previous user that was having problems. I read through the link that was given on your post, and it helped-- but, I got stuck because there are two awesomeMod downloads (the part going back to the framework folder).

I downloaded the Sims Alias that Marhis posted and it definitely seems less confusing. Now I just need to know what folder the awesomeMod download goes in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 24, 19:10:39

Don't worry about all that.  Just download the monkey installer then run that.  Everything will be all set up for you.  Then download awesomemod and double click it.  It will install it for you.  Then double click on it again and you should get an error message saying the file was already installed.  If you get that then you should be good to go. 

Thanks for the help! I'm going to dl everything and install it.   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pennyhugo on 2009 June 24, 19:37:17
hi all! Is "lifetimehappiness" not working with your game also?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bottles on 2009 June 24, 20:19:39
No, it's not correct, and the mod (nor any other mod) will work whatsoever.

I strongly recommend you to use this installer (http://www.moreawesomethanyou.com/smf/index.php/topic,15484.0.html), expecially if you didn't install anything else before. Shameless self-promotion, but really, explaining how to do it manually every time is a hassle.

I'm sorry. I feel like such a pain... but thank you so much!
So now, all I have to do is install awesomeMod like this? :
The Sims 3 (Alias) > Mods > Packages > Awesome




Please see my post one page back directing another Mac user to the relevant guide someone posted elsewhere.  It should work.  Macs are speshul snowflakes and require some steps that PCs don't, because they hide the file structure inside of what you see as an application.  I don't play the Sims on a Mac so I can't give you the exact directions, but someone else already posted them.  

Kind advice from a lurker:  It is a very, very bad idea to post on MATY without reading the entire thread (no matter how many pages long it is) to make sure your question hasn't already been asked.  Those who are More Awesome will poke you with sporks until you run away in tears.  If you're planning on posting again, read the FAQ:  http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.html.

I'm so sorry. I know, I'm a pain... and I surely don't want to be poked with sporks. :P
But I looked through the forum and I saw the previous user that was having problems. I read through the link that was given on your post, and it helped-- but, I got stuck because there are two awesomeMod downloads (the part going back to the framework folder).

I downloaded the Sims Alias that Marhis posted and it definitely seems less confusing. Now I just need to know what folder the awesomeMod download goes in.

Good rule: if it ends in .package, it goes in the Packages folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 24, 20:52:14
Also, if you use a package installer, then you don't need to put your files anywhere, because the installer does this for you. That's why it's called an installer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 June 25, 03:56:30
In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.

I think that is a good idea. If someone makes a list like that I'll try to edit the first post to include them.   I should probably also add the various mouse commands that I know of.

Thanks a lot. That will be a great help and will probably cut down on a lot of questions if there's a comprehensive list that everyone can refer to. Much appreciated what you've already accomplished here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 June 25, 04:07:48

In the last thread, there were a ton of separate posts with different commands for different things that weren't always listed in the rtfm.  Is there any way people might list the ones they know?  I never got around to messing with the commands in AwesomeMod since I just stuck with playing regularly while running the mod siltently, but noticed there was a lot of talk about different ones in the last thread. I had intended on going through and making up some sort of reference however, that is no longer possible.  Maybe someone could start a thread for that, or post them here since the thread does say "helpful tips".  That would be awesome as a recap all in one place.


I agree. I too am also totally lost regarding all these new functions, so I'll just ignore them and keep simming until I feel a bit braver.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 25, 05:54:37
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 25, 06:21:52
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be
They have to have a house first.  Just move them into an empty lot.  Do the familyfunds lastname thing... then move them to where you really want them to live.

So move them to an empty lot.  type familyfunds newdude 50000    and they'll have $50,000 (assuming their lastname is newdude).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 25, 06:28:31
familyfunds doesnt seem to work for me when iam under the edit town section. Do i have to select the person first or do i just have to type in anyones last name at is in the bin. I did make a new person who doesnt have a house yet but it doesnt seem to work at all. Someone please tell me exactly where in edit town to place the code and write it out exactly as it should be
They have to have a house first.  Just move them into an empty lot.  Do the familyfunds lastname thing... then move them to where you really want them to live.

So move them to an empty lot.  type familyfunds newdude 50000    and they'll have $50,000 (assuming their lastname is newdude).

I found a way to shortcut this which I knew I should have written down, but I believe it was something like doing the familyfunds cheat, going through the steps of merging them into a household, but then cancelling, which updated their funds.  I'll try it again when I start up the game and see if I am remembering correctly.Can't seem to replicate this, so ignore my idiotic ramblings.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 25, 10:29:50
I just read on the sims 3 forum that having the awsome mod installed stops you from being invited to parties?

A) Is this true

B) Can you be rang out of the blue to attend somebody elses party?

 ??? thanks


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 25, 12:42:18
I don't think that my friends would stop inviting me to parties just because I have the Awesomemod installed. If this is the case, then they aren't very good friends!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 25, 13:45:07
chaos thankyou for making me laugh   :o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 25, 16:37:39
I just read on the sims 3 forum that having the awsome mod installed stops you from being invited to parties?

A) Is this true

B) Can you be rang out of the blue to attend somebody elses party?

 ??? thanks

My Sims were not invited to parties before Awesomemod, and they have not been invited to parties since Awesomemod, so my anecdotal experience suggests that Awesomemod has no effect on party invitations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Trinity on 2009 June 25, 17:58:22
There is a patch out on the official site: http://www.thesims3.com/game/patches

Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

Has anyone tried using the patch with Awesomemod? I was hoping that they were going to address more issues in this patch. I think I'm going to pass of this right now, as Awesomemod fixes story progression and adds awesome other features as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 June 25, 18:04:27
The mod will of course override the patch, just like it overrode the original game, but there could be interesting juxtapositions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 25, 18:25:03
There is a patch out on the official site: http://www.thesims3.com/game/patches

Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

Has anyone tried using the patch with Awesomemod? I was hoping that they were going to address more issues in this patch. I think I'm going to pass of this right now, as Awesomemod fixes story progression and adds awesome other features as well.
After all this time, this is all they fixed.  Pathetic.  But I guess that's EA for ya.  They seriously should compensate Pescado for fixing their fuckups.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 25, 18:37:57
I was discussing this with a friend the other day.  Ideally, EA would take Pescado's changes and incorporate them into the game, with a better UI.  However, is it ethical for them to do so?  Pescado is unlikely to give them his personal ID so that they can pay him for his work...

Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 25, 18:42:40
I was discussing this with a friend the other day.  Ideally, EA would take Pescado's changes and incorporate them into the game, with a better UI.  However, is it ethical for them to do so?  Pescado is unlikely to give them his personal ID so that they can pay him for his work...
Ethics, schmethics. It's not a concept I pay more than token attention to, so what makes you think EAxis does?

Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.
Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)

Note that if you got the 632 patch, you have to reinstall now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 25, 18:48:23
Ethics, schmethics. It's not a concept I pay more than token attention to, so what makes you think EAxis does?
That was my conclusion.  They should just use your fixes.  I'm glad to hear that you agree.  EA, are you listening?

Is it safe to use AwesomeMod with this patch?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 19:36:16
Complete list of changes:

    * Addresses some issues with Speed 2 and 3 moving too slowly. Some machines will have better results when using Speed 2 and 3 now.
    * Fix to story progression on/off selection toggle.
    * Fix for a possible crash with audio code.
    * Fix for babysitter routing off lots with babies.
    * Addresses some issues with Vsync and refresh rate problems.
    * Addresses some issues with DVD authentication errors and drive compatibility on startup.
    * This update deals with some issues on Mac systems that can crash the game while connecting to AFP servers.
    * Fix for a freeze that can occur when Sims attempt to clean out bad food from the fridge.

This is ALL they fixed? What about the other obvious bugs like the inability to have more than one outfit per outfit type, or the stopping of all music when apparently too many channels are being used? Or the bracelets only going on one wrist? Or "favorite color" being vestigial? Or the inability to have custom neighborhoods? Or the conspicuous absence of a diving board, piano, or hot tub? Or the lack of a cute, zany mood-related character like Tragic Clown or Social Bunny? Or the inability to style fences, stairs, or chimneys? Or the inability to change maternity clothing? Or ghosts having all of the needs and abilities of corporal sims? Or Dim Sum being a dish rather than a style of serving? Or the developers being a bunch of lazy &$!?nuggets when it comes to patching, beta testing, and game intricacies? I had complete faith that all of these would be fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sam on 2009 June 25, 19:42:28
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 19:47:45
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I haven't had any toddlers get all weird myself, but if that is a problem, yes AND THAT TOO! The favorite color is completely vestigial. It was supposed to give sims mood benefits when they were around it, but I guess they couldn't make the limited selection of favorite colors and the hundreds of colors available in the color wheel work together.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 June 25, 19:50:50
Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I have no idea if this was the sole intent, but when Sims discover they have a favorite color in common, it boosts their friendship a bit. Similar to how having a trait in common will give a boost.  That's my observation, anyway.  Someone who's seen the code could tell you whether my observation is true or just wishful thinking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: crunk on 2009 June 25, 19:55:04
If you are having extreme speed issues the patch is worth downloading. I no longer have time to make dinner while sims are at work and school. Speeds 2 - 3 are now comparable to TS2 2 - 3 speeds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 25, 20:00:11
The speed issue annoys me, so I am downloading the patch and hoping that my hacks still work. It's not like the patch is dramatically changing much of anything.

For optimum speed, in case this patch does nothing for it, zoom in close to the ground. You can also move your camera out into an empty field far away from anything. I think that helps even more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 June 25, 20:08:13
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GnatGoSplat on 2009 June 25, 20:26:39
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "éE?ż-žšKa‡•÷Ŕ†dż}łä" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nothingfaceless on 2009 June 25, 20:28:46
Or the one reported by GOSlings where toddlers stretch into this weird ET-like thing while watching TV? o_o

Just out of interest, what IS the point of favourite colour? I know it crops up in conversation, but... is that it?

I haven't had any toddlers get all weird myself, but if that is a problem, yes AND THAT TOO! The favorite color is completely vestigial. It was supposed to give sims mood benefits when they were around it, but I guess they couldn't make the limited selection of favorite colors and the hundreds of colors available in the color wheel work together.
Oh yes, I've banned the tv from the toddlers cause of this.  I can't believe this is all they fixed after all this time.  Especially when there are other crazy bugs, like the turdler-tv thing, that need fixing.

Edited for clarity.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rusalka on 2009 June 25, 20:34:13
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sam on 2009 June 25, 20:36:19
All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong.

That's a known but mysterious issue some of us have been having for a while. I noticed Pescado's cooked up this 3booter that gives the game a kick if it crashes; resuming the game automatically so we don't have to ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 25, 21:02:07
Does anyone know whether it's possible to get the patch without connecting my game machine to the internet?  My game machine hasn't had internet access since EA and Sony decided to start spying on me and destroying my hardware.  I'd prefer to download the patch and copy it over, but I can't see any way to do that.
Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)

Note that if you got the 632 patch, you have to reinstall now.

For the record, Mac version.

EN_US (00001) (http://llnet.thesims.cdn.ea.com/sims/u/f/sims3/mac/To-2706-1.2.7.00001-From-2594-1.1.45.00001.tgz)
Worldwide (00002)/Razor1911 (http://llnet.thesims.cdn.ea.com/sims/u/f/sims3/mac/To-2706-1.2.7.00002-From-2594-1.1.45.00002.tgz)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 June 25, 21:33:10
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.


Edit: Nevermind, I ended up getting it to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dux on 2009 June 25, 21:52:03
Did anyone else notice the announcement date of the patch? 6/15/09 (US-En), 2009-06-16 (Sweden).
It’s been in hiding for over a week!
News items are probably time stamped when uploaded so something made EA hide the news until release today.
They can’t fix a date on a news item, but we should trust their patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 June 25, 22:01:55
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 25, 22:37:38
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.

Declaring you're unable to spell is NOT an excuse. If you fail at spelling you may:

1) Learn how to spell.
2) Shut the fuck up.

No other options are acceptable, here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 25, 22:57:06
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "éE?ż-žšKa‡•÷Ŕ†dż}łä" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".


Can anyone confirm if thiis works?  I've tried reverting the changes but it did not work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordqarlyn on 2009 June 25, 23:16:09
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IAmTheRad on 2009 June 25, 23:32:10
I'd like it from Pes's mouth. Is the latest patch compatiable with AwesomeMod? I own the legit version so reinstalling is not a problem for me, but I'd still like to know if I NEED to play with or without AwesomeMod (specifically the no-DVD part)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 June 25, 23:43:21
so I guess ill wait to see if we can have speed and Awesomod. Any who right now my game will not even let me patch it says unknown file found and i have teh paid for one. I took my CC folders and such out so not sure why .. oh well TO bad Awesomod could not come with it own speed fix.

Declaring you're unable to spell is NOT an excuse. If you fail at spelling you may:

1) Learn how to spell.
2) Shut the fuck up.

No other options are acceptable, here.

 :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bass Junkie on 2009 June 25, 23:49:10
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....

Did you need to remove any mods or change anything prior to installing the patch?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 26, 00:10:34
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P
Protip: always keep the original .iso download at least for a couple months. Backing up on media is best. Also keep copies of any files you've had to replace, like original camera files if you get a camera hack, or the original shaders file for the no-censor patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 00:36:36
Is it safe to use AwesomeMod with this patch?
Probably not. We'll get back to you, I'm currently running it through patchutils.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordqarlyn on 2009 June 26, 00:39:21
I guess I am a lucky one. Finally! I got the patch downloaded, and everything seems to work fine. I have the AwesomeMod, censor patch, and teen woohoo mods install, so far AwesomeMod works, the censor remover is working, I'll have to wait until I can try the teen woohoo, but I get the feeling it will probably work too....


I should also mention, the speed inprovement is freaking awesome! I'll be able to get so much more done now....

Did you need to remove any mods or change anything prior to installing the patch?

Naw, I went ahead and installed the patch, with the mods present....and, the teen woohoo mod works too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rider on 2009 June 26, 01:24:00
The Censor hack will prevent the patch to install if you have bought a legit copy, but I had to uninstall and reinstall to fix this, and I patched it and ran it fine, I had the Awesome mod in and I didn't crash at all, and I think I didn't put the dll in the bin from the file, but what dose the  .dll file do anyways? I couldn't tell you if it conflict with anything, but all the options in cheat menu was there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IAmTheRad on 2009 June 26, 01:26:35
The real nocensor.package does not prevent the patch from uninstalling. Modifying shaders is bad, mmmkay?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2009 June 26, 02:27:34
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "éE?ż-žšKa‡•÷Ŕ†dż}łä" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".



anyone tried to successfully reverse 632 to 631 using the above method?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 26, 03:26:32
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Vakivaltainen on 2009 June 26, 04:28:31
I am going to wait to get the update until I know AwesomeMod works with it. I don't find any point in updating since Pescado already fixed EA's game weeks ago.  :)
If it wasn't for Pescado fixing it, The Sims 3 wouldn't have been tolerable. This is my way of saying thank you Pescado!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 June 26, 04:50:53
New build up, patch integrated into build. If you don't have the patch, get it here:
EN_US (00001)
Worldwide (00002)/Razor1911
If you have some weird non-English-speaking version, substitute your appropriate regional numbers.

You lost me. So do we need to get the patch in order to use the latest build, or is the patch included in the latest build?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 26, 05:27:54
You need to get and install the patch, then use the latest awesomemod, which is compatible with the patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 26, 08:58:52
Does the patch install clearly through or leave junk? Does it try to call home, or mess/move/delete up your downloads/saves? Should I backup?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 13:41:48
Does the patch install clearly through or leave junk?
It SHOULD install cleanly, but if you have a janky install from early pirated versions or early attempts at hacking the game, you may end up with a mangled directory. Works fine on Razor, though.

Does it try to call home, or mess/move/delete up your downloads/saves? Should I backup?
No, but it never hurts.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 26, 13:47:33
In regards to awesomod do i need to do this?

1) delete mod
2) install patch
3) install mod again

and all will then be fine, shiney and happy?

Many thanking you's  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 26, 14:14:28
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JanetteRaven on 2009 June 26, 14:16:59
Does the facial slider in Awesome mod still work after the patch?  I read that it broke Rick & Delphy's so I've postponed installing the patch.  I really don't want to go back to only pudding sims.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2009 June 26, 14:32:30
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.

I see
Thank you  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 26, 19:28:02
Does the facial slider in Awesome mod still work after the patch?  I read that it broke Rick & Delphy's so I've postponed installing the patch.  I really don't want to go back to only pudding sims.

Rick and Delphy's facial slider has not yet been updated for the patch.  The awesomemod has.  Therefore, you should be fine with awesomemod, but you'll have to wait if you want to use Rick and Delphy's mod instead.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2009 June 26, 19:48:05
This is all a bit too much for my brain right now. I wish I could blame it on the fact that I'm currently ill, but even without my delirium, I still don't think I'd understand.

Ok... I have Razor1911. I installed the patch as directed in Pescado's link. I installed the AwesomeMod in Electronic Arts/Sims3/Mods/Packages/Hacks. Ran the game, and it's telling me that no disc is found. Well, durr, imagine that. What on earth have I done wrong? Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 26, 20:11:36
This is all a bit too much for my brain right now. I wish I could blame it on the fact that I'm currently ill, but even without my delirium, I still don't think I'd understand.

Ok... I have Razor1911. I installed the patch as directed in Pescado's link. I installed the AwesomeMod in Electronic Arts/Sims3/Mods/Packages/Hacks. Ran the game, and it's telling me that no disc is found. Well, durr, imagine that. What on earth have I done wrong? Thanks in advance.
Use the monkey installer program.

http://linna.modthesims.info/download.php?t=344611


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2009 June 26, 20:53:08
I am using the monkey installer. :-) Still having the "no disc" error. Installed the patch, then put awesome mod in the Packages/Hacks folder. Not sure what the deal is or what I've done wrong.

Scratch all that. The problem is me..... and the Monkey installer. I have to manually drag the files (right clicking doesn't give me the menu options that it's supposed to), and from my frustration with that instead of dragging the .package of the awesome mod, I drug over the .zip of it. That I can blame on my delirium. ::)

Thanks for the help anyway, folks! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 26, 20:56:50
Are you sure you have the latest version of Awesomemod? Clear cache then redownload. Check the dates.

Oh, and my Awesomemod is loose in the Mods/Packages folder. Does what it says on the tin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 26, 23:33:56
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 26, 23:41:24
Due to the fact that the mods/framework/whatnot system does not write in any file that the game uses, it is not necessary to uninstall anything to patch. However, you should upgrade your AwesomeMod to the latest version which incorporates the patch after patching.

Sorry to be dense... does this mean the newest version of Awesomemod includes the patch?
My game computer is not on the internet so I don't think I can dl the patch.

Also, I am getting CTDs when building... every so often I go to buy some item and bang, I'm staring at my wallpaper. I'm semi-clueless about this sort of thing... would the patch fix this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 27, 00:04:19
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt
It seems to only check skuversion.txt, so a quick one-character change will fix that particular error. I had four, but beat it into submission.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 27, 00:05:43
Traviswroteit: AwesomeMod is configurable. If you want random single sims having random babies that aren't related to them, then you can do so. Just enable the parthenogenesis option when configuring AwesomeMod. I don't remember if this function is enabled or disabled by default, but, either way, it's easy enough to change.

phnxflyng: No, the AwesomeMod does not contain the latest patch. You still need it. I would recommend getting a nice wireless card for your computer, and downloading the patch. There might be a non-launcher version of the patch someplace, but I didn't need it, so I didn't pay attention. There are at least two patch-related threads right here on MATY. Perhaps you should try visiting those threads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 27, 01:17:41
Works fine on Razor, though.

I had used the update to Razor patch a while back, and my skuversion.txt right now said my game is 1.0.631.00002
but the patch .exe setup complains I have the wrong version patch and won't install, even though I grabbed the matching one from Awesomemod main thread so it should be the right version. (00002)

Is there a known reason that might happen? Is it upset it can't have access to the launcher.exe (Because I disabled it) or does it determine version only from the skuversion.txt

If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

Let me know if you can get the patch installed this way and have no problems with the installation process of the patch.  I'm curious to know if you experience the same problem I did from this thread:

I'm getting an invalid file found while trying to update.  Can someone provide the contents from this folder and upload them for me please?

Game\Bin\HelpPages\CZE_CZ\

It's specifically crashing on: Game\Bin\HelpPages\CZE_CZ\Help_Updates.html but I figure I'd copy the entire contents of the folder.  I have the RLD version updated to RZR but without the 632 patch.

I can find the files on the game disc but it does nothing to copy them over to game directory so I'm guessing it's a problem from RLD version
http://rapidshare.com/files/248708366/CZE_CZ.rar
Your file worked great and there was indeed a discrepancy with the Help_Updates.html file.  It seems however there is a problem with the other Help_Updates.html files from that same folder.  Now it's whining about the DAN_DK Help_Updates.html file.  I must again request if you could upload the entire contents from the HelpPages (~500KB)?

Thanks for any help.
Only because I'm feeling nice - http://rapidshare.com/files/248725053/HelpPages.rar
YES!  That did the trick Bass Junkie.  It installed with no problems after I replaced my HelpPages with the ones you provided.  It'll surely come in handy for people who have the RLD to RZR version of the game.

Many thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaze on 2009 June 27, 01:20:33
While updating the game with the new patch I ran into an error. The overall percentage of the process of the update gets caught at 81% which is the Game\Bin\Sims3Launcher.exe. I have no idea why the patch is giving me an error when it reaches this file, telling me "Invalid File Found". Is there any specific reason for this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GnatGoSplat on 2009 June 27, 01:47:38
Note that if you got the 632 patch, you have to reinstall now.
I knew I was right to avoid that patch, don't fancy another 24 hours of downloading  :P

Reversing the 632 patch should be easy enough.

This is ALL the 632 patch did:

Default.ini - added "InstallationRequired = 0"
GraphicsRules.sgr - in the very last line with the #, changed "éE?ż-žšKa‡•÷Ŕ†dż}łä" to "0bfffcc9753aabac325f".
skuversion.txt - changed "1.0.631.00002" to "1.0.632.00002".



anyone tried to successfully reverse 632 to 631 using the above method?

Yeah, I just now tried it on mine.  All I had to do was change 632 to 631 in skuversion.txt and the patch appeared to install without any problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2009 June 27, 02:51:36
Yes. The NoParthenogenesis Enabled will allow children to be born with two parents.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 June 27, 07:43:42

Yes. What's your region version?
EN_US (00001) (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00001_from_1.0.631.00001.exe)
Worldwide (00002)/Razor1911 (http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe)


Um, are these the patches? Is it okay for a peasant to dl these and run them, or am I going to cause my computer to melt down?

Edit:
I just read through the patch thread that chaos recommended I read, and my eyes have melted from my head. Argh. I want to understand all this. I used to build mods for the first Neverwinter so I swear I'm not totally stupid but man this is above my head. How do I learn this???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 June 27, 07:47:40
In case anyone doesn't know, I've discovered that if you "dresser" a baby, you can design its maggot suit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aquilegia on 2009 June 27, 09:21:49
Reporting in to say that I had the same issue as Malapietra. I had Reloaded version and used RZR patch to update it. I checked the appropriate registery entry to confirm I had a 7, which I did and then changed to 2. I then tried the patch, which choked on the helpfiles. I copied over the HelpFiles provided by Bass Junkie and then tried the patch install again, which resulted in a successful patching.

[ETA] And it runs just fine, possibly even a bit better than before (which updated Awesomemod, of course.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tj on 2009 June 27, 12:16:11
The awesomemod is great but for some reason the editsim command doesn't work  ???
All the other commands like showconfig and lifetimehappiness all work but not editsim, is it because i updated to the new version?

Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 June 27, 13:45:09
Pescado, does the patch that you provided for the US version work with the retail version of the game?  I am starting to become very frustrated with EA and their lack of help in being able to actually patch my game.  The idiots are not using a large enough datatype to be able to handle terabyte drives, and are now giving me bullcrap answers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 June 27, 14:36:15
Exactly how scary and dangerous *is* the supreme commander feature?  I want to try it but I must not bork the game due to marital consequences.  I am already in trouble because I *accidentally* installed a replacement nude top and now many of wifey's sims are showing unnecessary boobage.

Edit fyi Razor version updated with awesome patch patch and worked perfectly, without unpleasant borking or spousal abuse.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NicoleyMoley on 2009 June 27, 16:05:09
I am loving awesomemod for making Sims 3 playable, and am trying to convince everyone else I know with the game to get it too. However a few strange things have happened in my game and I don't know if they're due to the mod or the game itself. I have the new patch installed.

Firstly, my restored ghost and her ghost child have lost their gravestones from their inventories. This happened while I was changing active household, but the rest of thir inventories remained (as they should under the mod). So now I fear my ghosts are doomed to wander Riverview forever or be deleted completely.

Secondly, I have story progression off completely but sims are still being shifted to the top of their career ladders in a matter of days without my help. Is this due to the job performance feature of the mod? Also familes are having children (thankfully not asexually) while story progression is off, can't figure that one out.

Thirdly, some of my sims' lifetime wishes have been randomly fufilled while I wasn't playing them, even if they don't have the requirements to fufill it. For example, one sim's wish was to have a house net worth of 100k, and it was fufilled when the net worth was only 30k.

Fourthly, I know people have reported the aging of non active sims to be sped up weirdly, I've noticed that too. Children have grown from toddler to teen in like 1 sim week and I have aging set to long :S

Thanks for reading awesome people!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 27, 16:45:46
Pescado, does the patch that you provided for the US version work with the retail version of the game?  I am starting to become very frustrated with EA and their lack of help in being able to actually patch my game.  The idiots are not using a large enough datatype to be able to handle terabyte drives, and are now giving me bullcrap answers.

I have the retail version, and the patch Pescado posted worked perfectly for me. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 17:21:53
I am having the same problems as others trying to install the patch. I'm getting the region error.

The problem is twofold for me - firstly, I did not install any RLD > RZR patch, I installed the Razor version directly.
Secondly, there is no registry entry for SKU anywhere. I am running on Vista x64. There is no 'Sims' directory, other than in HKCU/Software/Electronic Arts, and even then there is no mention of SKU.

Please help!

Edit: I should add that the launcher states my version is 1.0.631.0002


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 27, 17:37:54
Seriously, it's not that hard. Ya'll are making it more difficult for yourselves. My patch hiccuped four times and I figured it out. How? By paying attention to what file it was on when it barfed. Biohazard, you want the file C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\skuversion.txt. Change the 2 to a 1. Save. Don't touch your registry. Don't trust the Launcher; it's a dumbass and never recognized .632.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Malapietra on 2009 June 27, 17:39:20
I am having the same problems as others trying to install the patch. I'm getting the region error.

The problem is twofold for me - firstly, I did not install any RLD > RZR patch, I installed the Razor version directly.
Secondly, there is no registry entry for SKU anywhere. I am running on Vista x64. There is no 'Sims' directory, other than in HKCU/Software/Electronic Arts, and even then there is no mention of SKU.

Please help!

Edit: I should add that the launcher states my version is 1.0.631.0002


The "problems" you mentioned are not really related to the problem you are experiencing with the regional error.
 A bit obvious but are you downloading the appropriate version?  Are you downloading from the direct links?

http://na.llnet.eadownloads.ea.com/u/f/sims/sims3/patches/Sims3_1.2.7.00002_from_1.0.631.00002.exe


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 17:45:06
Nope, didn't work Pes. Tried changing it to 00001, and tried both version of the patch. I'm going to try and reinstall and see if that works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crash on 2009 June 27, 19:31:54
I managed to get the patch beyond the skuversion.txt, but now the patch stops at TSLHost.dll. I stopped the launcher from phoning home, could that be the reason?  ::)

Edit: nope, that wasn't it. I let it phone home and it patch still can't get past TSLHost.dll.
Edit2: Okay I managed to patch the game - I replaced the TSLHost.dll with the one on the Razor disc, and that did it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 27, 19:41:25
A quick question--I was under the impression that God's Chosen People (tagged sacred) were not subject to aging unless being played, just like they aren't subject to regular Storymode nonsense.  Is this true or false?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 June 27, 20:25:31
This is answered in the Awesome Mod thread:

1.  God's Chosen People
     Control-Clicking a sim/house will offer the option to "Make Sacred" or
     "Remove Sacred", giving that household or sim immunity to StoryProgression
     and other assorted random toadings. The Chosen receive a gold halo on
     their house and on their tracking tags when tracked on radar. You may
     switch instantly between the Chosen household with CRTL-RClick if
     the "Supreme Commander" playmode is enabled.

Read More!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 27, 20:29:01
I have read every page in this thread and I have noted that while a lot of people are having problems with the patch, unfortunately no one seems to have the same problem I do. I hope there is a simple fix and that someone will be around to clue me in!

I have an, ahem, less than legally acquired international version game which decided to start crashing at random after I tried to install EA's new patch. Since the install aborted due to the launcher being removed from my computer, I figured oh well -- and habitually updated AwesomeMod now I was at it anyway. Only then did I, in my extreme morning alertness, notice that the latest AM requires the patch.

Is there any way I can undo the mess I've made without reinstalling the entire game? I have random crashes right and left every 4-5 minutes, rendering the game pretty much unplayable. In a worst case scenario, can I reinstall on top of my existing game and at least rescue my neighborhood?

Thanks in advance and apologies for being less than Windows literate.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2009 June 27, 20:32:17
Just thought I'd let you know that a reinstall sorted my problem and I successfully installed the patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 27, 20:34:05
This is answered in the Awesome Mod thread:

...Read More!

You're a little tardy to the party.  I did, infact, read, and researched on the boards.  I wasn't aware of what he meant by "toadings", and I did do more than a few "advanced" searches on the board to see if it had been addressed in another thread...  

You know where to stick that sharp stick..have a lovely day, though :)

  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 27, 20:47:20
If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

I'm using Windows XP so I do not know which registry file to edit from your instruction it is different.
HKEY_CURRENT_USER\Software\Electronic Arts
Contains one key that says (value not set)

\Sims 3
has nothing

\Launcher\Settings
has six items in it,
CCDisabled
DateTimeOffline
FirstRun
PageIndex
UpdateMode

Could the last one be it? Data says 0x000...1 (1) Someone can tell me who knows this if that is safe to change or not?
Changing only the skuversion.txt did not help it to start. I am talking about the RLD TO RZR update, which seems like it was a bad idea now.
Also in case anyone inquires, file permissions are correct - so I really don't know why it complains about the version number :/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 20:54:45
Gotta love how everyone's so nice here. :D Just had to post and say hello.  I'm seriously considering getting this mod because I can't depend on EA fixing this problem.  I've read this thread and the one where it says all the features of this mod.  My question is this:  If I install it and find I don't like it, is it easy to uninstall and will there be any lasting impressions on the game when it's restored or would it require a complete reinstall of Sims 3?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 27, 20:57:05
I think you can install and uninstall without any problems unless you are using the Supreme Commander feature of the mod. And yes, we are lovely here aren't we. Very helpful to unstupid people.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 27, 20:58:08
If I install it and find I don't like it, is it easy to uninstall and will there be any lasting impressions on the game when it's restored or would it require a complete reinstall of Sims 3?

If you don't enable Supreme Commander, you can just remove the hack and all will be fine.  However, according to the posts in the AwesomeMod thread, enabling Supreme Commander pretty much means you have to keep AwesomeMod in, or risk completely borking your game.  

What Emma said.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 June 27, 20:59:59
Uh, I just said that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 21:02:45
Thanks for the quick and helpful reply. :)  I'm still considering.  Gonna talk to the other player of this game to see what she thinks of it before I make my decision.. but from everything I've been reading, I think this will be just the thing I was looking for.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 27, 23:01:44
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.  In the xcpt file that was created, it says this:

[Exception info]
date: 2009-06-27
time: 18.48.40
type: ACCESS_VIOLATION writing address 0x00000008
address: 0x004df11b "E:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3.exe":0x0001:0x000de11b

Followed by stack data and then this:

[Instruction data]
004df09b => DasmX86Dll.dll not found.

Okay, so I guess I'm missing that dll file?  Forgive me if I sound noobish to you guys.. I've never had a need to mod any Sims game until this one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RockerRocker on 2009 June 27, 23:07:24
Hello do you really need Patch 1.2.7 for this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 June 27, 23:19:11
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.

Is this what you're seeing?
http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg444342.html#msg444342

Hello do you really need Patch 1.2.7 for this?

Pescado is not going to keep versions of AwesomeMod for each patch level.  So, if you want to use AwesomeMod, you should install the patch.

Quote from http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html
"COMPATIBILITY:
Base Game Version 1.2.7"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 27, 23:28:03
I think you can install and uninstall without any problems unless you are using the Supreme Commander feature of the mod.

If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 27, 23:35:14
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Trinity on 2009 June 28, 00:11:50
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)

I think as long as you don't use Supreme Commander AND SAVE you can uninstall just fine. I used Supreme Commander in one neighborhood, I quit and saved,  I started having problems with CTD, I took awesomemod out and real life called ..... anyway I started the game (loaded hood previously saved with Supreme Commander enabled)....... let's just say it wasn't pretty. Once you use the supreme commander, and save, it isn't a good idea to take it out, it's a VBT.

It is fixed as I didn't save after the bad load and things seem to be working fine, but as the RTFM states there is no going back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mandapotpie on 2009 June 28, 00:16:58
If you disable Supreme Commander, can you then uninstall AwesomeMod? I'm not planning on doing so anytime soon, but it would be good to know.

From Pescado's warning, it would appear not.  I suspect, from a very uneducated point of view, that Supreme Commander alters game files in some way that would cause VBTs if AwesomeMod were no longer present.

Quote
WARNING!
Supreme Commander is experimental and permanent! Once you turn it on, uninstalling AwesomeMod may destroy your neighborhood! Once you start down the path of the Dark Side, forever will it dominate your destiny.

(bolding mine)

I think as long as you don't use Supreme Commander AND SAVE you can uninstall just fine. I used Supreme Commander in one neighborhood, I quit and saved,  I started having problems with CTD, I took awesomemod out and real life called ..... anyway I started the game (loaded hood previously saved with Supreme Commander enabled)....... let's just say it wasn't pretty. Once you use the supreme commander, and save, it isn't a good idea to take it out, it's a VBT.

It is fixed as I didn't save after the bad load and things seem to be working fine, but as the RTFM states there is no going back.

I would make a back up of your saves folder just in case if you are unsure whether or not you want to keep it installed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 28, 05:16:45
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?

Hopefully I'm not breaking any rules by this, but I think during all the Patch and Compatibility hubbub my question was overlooked.  :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 June 28, 05:58:19
Mmkay, I followed the directions in the readme and installed the mod as it told me to.  When it tried to load, it got about 1/8 of the way loaded and crashed.  I know this was mentioned somewhere in this forum, but either I'm glancing over it or what, I can't find where it was discussed.

Is this what you're seeing?
http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg444342.html#msg444342

Yes, that's the error.. and I did just now install the 3booter.exe file and it hasn't helped.  I fail.... epically.  :-\

I didn't install the enablescripterror.package file... just did and now it seems to be working.  I'll keep you guys informed. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 28, 06:28:08
I need some clarification on

Quote
Allow NPC Work Performance Gain [Optional - Default: Enabled]
     Sims not part of the active household continue to gain work performance
     for going to work, and can therefore be promoted.

Does this apply even with story progression off, or only when it's on?

EDIT: Additional dumbness. How/where is the XML file you have to edit/tweak. Are we referring to something locally or when you download the file?

Hopefully I'm not breaking any rules by this, but I think during all the Patch and Compatibility hubbub my question was overlooked.  :'(
Don't worry about tweaking xml files.  That is modding stuff and you don't need to do it unless you make a mod.

I imagine the job promotions work even without story mode on... Since story mode is basically random events and the job promotion is tied to things that are actually happening in your game.  I always keep story mode on... So I'm not 100% sure though.  To test it turn story mode off and also turn "require valid bosses" off (so he doesn't get promoted when someone else does....  Then make a sim and send him to the gym to gain 3 athletic skill points.  Get him a job in the military career.  Then switch to another family and wait for your first sim to have worked for 5 days.  Go back and check on him and see if he has been promoted and see if his job performance has improved.  Report your results.

I'd do it myself but hey, you want to know and I use story mode anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 07:06:40
To test it turn story mode off and also turn "require valid bosses" off (so he doesn't get promoted when someone else does....
That bug is fixed. Mark the sim "Sacred" and he won't be frobbed by the job engine, either.

Then make a sim and send him to the gym to gain 3 athletic skill points.  Get him a job in the military career.  Then switch to another family and wait for your first sim to have worked for 5 days.  Go back and check on him and see if he has been promoted and see if his job performance has improved.  Report your results.
If the relevant option for this to occur is enabled in AwesomeMod, then it will happen. Out of the box, it turns out NPCs are locked and cannot advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 June 28, 08:17:00
Sounds good. Also, the only reason I wanted to edit the XML was to change the default settings for some of the mod stuff, whether it's enabled or not. Is there some other settings file I can easily toggle or should I just download a customized version off the customization site?

I'm currently playing just about everyone in my entire town, and that's why it's such a big issue for me as the entire town is essentially sacred. I'll probably just download a custom version of the mod though, as it seems to be the easiest way to solve my issues. :)

Thanks for getting back to me though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 09:16:33
Sounds good. Also, the only reason I wanted to edit the XML was to change the default settings for some of the mod stuff, whether it's enabled or not. Is there some other settings file I can easily toggle or should I just download a customized version off the customization site?
Not sure which XML you're trying to edit, but any changes you'd want to make can be done using the Awesome config which will generate the modified XML for you. If you WANT to generate it by hand, you can, but we don't support this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 28, 14:15:57
Would anybody be able to direct me to the RLD to RZR patch/update? My Sims 3 version is currently 1.0.615.00107 according to skuversion.txt, and I've scoured google for the patch to 1.0.631 but have come up empty handed. Torrenting the razor1911 version of Sims 3 is a last resort, because who wants to wait a few hours (again) to play? I mean, I could always play the RELOADED version, but when I realized awesomemod wouldn't work unless I updated the Sims 3 (and I can't even get to 1.2.7 because I don't have 1.0.631) a little part inside of me died. Your help would be greatly appreciated!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 28, 14:22:49
What about the other obvious bugs like the inability to have more than one outfit per outfit type, or the stopping of all music when apparently too many channels are being used?
(snip of text)
Or the inability to change maternity clothing?

Maybe I am misunderstanding what you mean, and if so, just ignore this, but Sims can have up to 3 outfits per type of clothing. Send them to the dresser and click on Plan Outfit, which takes them to CAS. Click on the desired clothing type. To the immediate right (to the left of the clothing pics) you will see a small icon representing the clothing type, and directly under that is a + (plus) sign. Click on the plus to select the second clothing outfit of the type, etc.

I also had a pregnant sim who owned the sundress as an everyday outfiit. She wore this outfit for her entire pregnancy rather than reverting to standard maternity wear. So at least they can have at least one other option for maternity clothing.

All that aside, I agree with you than there is a lot more wrong here than what the official patch addresses. I sincerely doubt I would still be playing it at all without AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 14:37:27
I'm having a problem that I'm not sure is a bug with Awesomemod or a feature.  I have debug commands disabled using the comfiguration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc.  I know I didn't enable debug in the configuration, since I don't want this stuff, it makes it too easy to cheat if it's just...there.  Does anyone know why this stuff would still be enabled and how to shut it off permanently?  I can do it manually with the cheat console code, but I have to do it every time I load the game and it's a pain.

I tried redoing the config tool and replacing the file, just in case I accidentally enabled it and forgot, but no, it's still happening.  Am I the only one, which would indicate I borked myself, or is this happening to anyone else?

Help, please?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 June 28, 14:47:11
Would anybody be able to direct me to the RLD to RZR patch/update? My Sims 3 version is currently 1.0.615.00107 according to skuversion.txt, and I've scoured google for the patch to 1.0.631 but have come up empty handed. Torrenting the razor1911 version of Sims 3 is a last resort, because who wants to wait a few hours (again) to play? I mean, I could always play the RELOADED version, but when I realized awesomemod wouldn't work unless I updated the Sims 3 (and I can't even get to 1.2.7 because I don't have 1.0.631) a little part inside of me died. Your help would be greatly appreciated!

Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.

Mr Pescado, I have your awesomemod and it is that, but I really do want to speed my computer and so would love some advice on downloading the patch. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 28, 15:20:25
I'm having a problem that I'm not sure is a bug with Awesomemod or a feature.  I have debug commands disabled using the comfiguration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc. 

I also have the debug commands disabled and can drag the motive bars. I actually like this feature (IMO, it's only cheating if you want to play the game EAxis made!), although I did accidently kill my sim once when his hunger was really low and I dragged his bar the wrong way. LOL! (I just quit without saving and was more careful the second time around!) When I shift-click I only have two options, though. I thought there were more with the debug commands enabled. But no, it's not just your game that this is affecting.

I seem to have another problem, though, that I don't think anyone has mentioned. I updated with the patch yesterday (I have the retail version, so sorry I can't comment on other versions) and reinstalled the latest version of AwesomeMod. My previous version of Awesome used the string to protect chosen families from the misnamed Story Progression. When I control-click on a house or Sim, which is supposed to add the protection in the current version, nothing happens; no option to protect the sim or household appears. So I have been unable to use this most awesome feature. Anyone else experience this? Am I doing it wrong?

I am going to try redownloading and reistalling AwesomeMod and the config tool, although I noticed that the Chosen People feature is no longer even mentioned in the config tool....Any comments or suggestions would be welcome.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 28, 15:49:53
I seem to have another problem, though, that I don't think anyone has mentioned. I updated with the patch yesterday (I have the retail version, so sorry I can't comment on other versions) and reinstalled the latest version of AwesomeMod. My previous version of Awesome used the string to protect chosen families from the misnamed Story Progression. When I control-click on a house or Sim, which is supposed to add the protection in the current version, nothing happens; no option to protect the sim or household appears. So I have been unable to use this most awesome feature. Anyone else experience this? Am I doing it wrong?

You could have found your answer in the main download thread.  To save you some time, there's two ways to do it now. 

Quote
Marking and Unmarking sims and households for Sacred status and Tracking can now be accomplished in CRTL-Rightclick. No more having to go all the way to Edit Town. Note that your previous configuration file settings for the Tag String are now deprecated and nonfunctional, and you will have to remark your sims again. You can do this faster from the console, by typing "bless <household>". Typing just "bless" with no arguments toggles it on the current fambly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 28, 16:39:48
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tj on 2009 June 28, 17:04:01
Any ideas why the command editsim isn't working for me?
It doesn't appear when help is typed either.
All the other commands work like showconfig; so awesomemod is working  ???

Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: infernocanuck on 2009 June 28, 17:37:52
I'd love to try this mod, but it seems I can't download it from the necessary page.  I can, however, download the framework, so it has nothing to do with my browser or connection.   Is the awesome mod down for right now, being updated or such?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 28, 17:45:59
If you're talking about the RLD to RZR update then you will need to do some registry editting to get it to work properly.  Locate the SKU file in your registry by either searching (CTRL+F) "SKU" or manually locating the Sims 3 folder.  In Vista64bit edition, it's found in this directory:  HLM\SOFTWARE\Wow6432Node\Sims\The Sims 3

If you use CTRL+F make sure it's the Sims 3 folder and not some other folder  Look at the directory to verify.

Next right-click on SKU and change the value from 7 to 2.  That should fix it.  Enjoy!

I'm using Windows XP so I do not know which registry file to edit from your instruction it is different.
HKEY_CURRENT_USER\Software\Electronic Arts
Contains one key that says (value not set)

\Sims 3
has nothing

\Launcher\Settings
has six items in it,
CCDisabled
DateTimeOffline
FirstRun
PageIndex
UpdateMode

Could the last one be it? Data says 0x000...1 (1) Someone can tell me who knows this if that is safe to change or not?
Changing only the skuversion.txt did not help it to start. I am talking about the RLD TO RZR update, which seems like it was a bad idea now.
Also in case anyone inquires, file permissions are correct - so I really don't know why it complains about the version number :/

So I've managed to update my Sims 3 to v1.0.631, but now I'm having the same problem as nanacake -- at first I tried to simply patch it, but it says I had the wrong regional version or something and it won't patch to 1.2.7 at all. Then I tried locating SKU in the registry, and like nanacake cannot find it (I'm on Vista32bit as opposed to 64, but my directories are the same as nana). Any help would be greatly appreciated.

EDIT: Nevermind, I found it. After restarting my computer, I was able to find SKU in the register under the directory HKEY_LOCAL_MACHINE\SOFTWARE\Sims\The Sims 3, if that helps you at all nanacake. It may be different for you because you're under XP while I'm under Vista 32bit. Now to see if that patch doesn't crap out on me...

EDIT 2: The patch didn't crap out on me and the game runs fine, it's just that now Awesomemod doesn't work. I removed it and installed it again, but to no avail. I tried shift-clicking my sims in game and no pie menu option for changing traits or age transitioning appear. I'll try again, the third time's a charm...

EDIT 3: Awesomemod still fails to work in my game -- it's as if it isn't there at all. On a side note, when I first reinstalled TS3 I had to manually create the Mods\Packages folder. Does hold any significance?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 June 28, 21:10:05
I have debug commands disabled using the configuration tool, and yet when I'm in the game, I still have the debug commands available.  I can shift click on a Sim and get all the options, I can drag up and down their mood bars etc.  I know I didn't enable debug in the configuration, since I don't want this stuff, it makes it too easy to cheat if it's just...there.  Does anyone know why this stuff would still be enabled and how to shut it off permanently?

This.

I would like to know how to shut it off for good as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joshiejack on 2009 June 28, 21:43:00
That is not the debug interactions. The debug interactions involve shift ctrl click, those are the testing cheats. You do have the debug interactions off, and what does it matter if you have the testing cheats on? Just don't use them if you're that concerned..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 21:53:02
That is not the debug interactions. The debug interactions involve shift ctrl click, those are the testing cheats. You do have the debug interactions off, and what does it matter if you have the testing cheats on? Just don't use them if you're that concerned..

Alright, then, to clarify, what exactly are debug interactions?  What enables them and what do they do?  If it's not testingcheatsenabled true (which is the way I always understood it, that debug mode was another term for testingcheats enabled), what is it?  And it matters because it's not how I prefer to play my game.  Just like a lot of the options in Awesomemod, it's a personal preference and there's nothing wrong with that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 28, 22:01:29
The debugging commands can't do anything unless you specifically enter those commands into the console, yourself. The things you're complaining about are testing cheats, which are enabled by default in AwesomeMod. Disable them, and you'll no longer have the features that you don't want.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Drac on 2009 June 28, 22:17:46
 :-\ Howdy... I have downloaded the razor patch. I closed out the  ea down loader when first trying to install the patch because I got an error message that said the game was running, now I get this error message
This set up has detected that  the installed game region for this update is incorrect. This update requires a different game region in order to be installed.


 Any help would be appreciated.

 Thanks  :P
 
Drac


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zlot on 2009 June 28, 22:31:50
I have a request for your download post, if you could make you're new build's feature in bold to know what you add it would help thx you for this awsome Mod :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 June 28, 22:35:28
Zlot, if you go to the actual AwesomeMod thread, which is labeled as such, you will find the download link near the top of the first page. To find out when the latest update was posted, look at the timestamp at the bottom of the page. Also, Pescado sometimes makes a new post to let people know that there is a new build to be downloaded.

Edit to insert a missing "e".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: faesutherland on 2009 June 28, 22:37:45
The debugging commands can't do anything unless you specifically enter those commands into the console, yourself. The things you're complaining about are testing cheats, which are enabled by default in AwesomeMod. Disable them, and you'll no longer have the features that you don't want.

I understand I can shut off testingcheats manually, as I said above, but it has to be done every time the game is loaded.  I was looking for a way to permanently shut them off, like the other features can be in the configuration tool.  If there is none, that's fine, I'll deal.  I just wasn't even aware Awesomemod turned them on, since as far as I can see there's no mention of it doing so in the list of things it does.  Hence my confusion with the use of the term 'debug' in the configuration tool, since it was my understanding that testingcheats mode *was* debug mode.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 June 28, 23:34:35
So I've managed to update my Sims 3 to v1.0.631, but now I'm having the same problem as nanacake -- at first I tried to simply patch it, but it says I had the wrong regional version or something and it won't patch to 1.2.7 at all. Then I tried locating SKU in the registry, and like nanacake cannot find it (I'm on Vista32bit as opposed to 64, but my directories are the same as nana). Any help would be greatly appreciated.

EDIT: Nevermind, I found it. After restarting my computer, I was able to find SKU in the register under the directory HKEY_LOCAL_MACHINE\SOFTWARE\Sims\The Sims 3, if that helps you at all nanacake. It may be different for you because you're under XP while I'm under Vista 32bit. Now to see if that patch doesn't crap out on me...

EDIT 2: The patch didn't crap out on me and the game runs fine, it's just that now Awesomemod doesn't work. I removed it and installed it again, but to no avail. I tried shift-clicking my sims in game and no pie menu option for changing traits or age transitioning appear. I'll try again, the third time's a charm...

EDIT 3: Awesomemod still fails to work in my game -- it's as if it isn't there at all. On a side note, when I first reinstalled TS3 I had to manually create the Mods\Packages folder. Does hold any significance?

Nope the sku is no where to be found, even after a restart, it's still the same as the directories/files I posted. Not sure if I will continue bothering with it, this game does not matter that much to me right now to be damaging my registry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2009 June 29, 00:33:16
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jpinard on 2009 June 29, 00:38:04
First, Pescado, thank you so much for this excellent mod.

I'm trying my best to get some unique characters, so I'm using the facial CAs slider you rpvided along with the body slider CAS tool from MTS.  What I"m wondering, since I'm using both is what value do you suggest (2,3,4,5) to make things work better between the two?  Does using the value of 5 allow the face to fatten up better in relation to the belly vs. using 2?  I'd like to use a lower value so the adjustments aren't so drastic and we can make finer tuning.  Also, in the next version of the Awesome mod will you incorporate the body slider hack once again giving us values (2,3,4,5) like you did for the faces?  Or am I mis-interpretting how they work?

Thanks for all your help and the work you do!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WerewolfOfTheWater on 2009 June 29, 01:29:20
Question about the nudity blur aspect that was recently added: Can I keep rick's no mosaic hack if I keep awesomemod's noblur disabled? If not, can you make it so the blur is completely gone rather than just when they take a shower? I know that nothing happens when sims are pissing, but I still find the blur to be overly annoying and I'd personally rather look at a sim sitting on the toilet with his pants still on than a huge blur covering it. Or at least make it optional in the config to decide what to blur and what not to blur?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 29, 02:05:58
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zsangel on 2009 June 29, 02:19:26
I kept telling myself, 'I don't need it, the game is running ok-ish'.  But have decided to give it a go as I've always used J.M.'s mods in Sims 2.  However, now that I finally decide to do so, I also get the main screen, no green loading, with spinning cursor.  I've tried it with all mods emptied, and with nointro installed and get the same result.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zucabr on 2009 June 29, 02:41:15
Undocumented, possibly unsupported feature.
Would it be possible to create a "makehomeless <family and/or sim name>" command?
Exists. Not a documented feature, but I made it for debugging, "runstoryaction Create Household".
AddSim
ChangeFitness
ChangeRelationship
Create Household
Create and Move In
Emigrate Household
GetJob
KillSim
LeaveJob
MergeHouseholds
MoveInHousehold
MoveOutHousehold
PromoteDemote
SplitHousehold
ThrowHouseParty


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 29, 02:44:35
Question about the nudity blur aspect that was recently added: Can I keep rick's no mosaic hack if I keep awesomemod's noblur disabled?
Rick's version works at a higher level than AwesomeMod's, and the two are unrelated: Rick's version causes the blur to render as nothingness. AwesomeMod prevents the blur from rendering at all. So if you are using them both, the game will not try to render the nothingness when sims are naked, and will render the nothingness when they are on the terlet, but you cannot see it because the item being rendered is nothingness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eyeball on 2009 June 29, 03:15:44
The download link for the AwesomeMod seems to be non-functional.  Firefox gives me a "Page Load Error: The server at beta.moreawesomethanyou.com is taking too long to respond."  IE tells me "Oops! This link appears to be broken." and suggests I search Google for "beta more awesome than you ts3 base."  I have downloaded the AwesomeMod twice previously, but the version I currently have is pre-patch.

This is where the link is pointing: http://beta.moreawesomethanyou.com:8080/ts3/base/awesome.zip


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 29, 03:31:12

You could have found your answer in the main download thread.  To save you some time, there's two ways to do it now. 

Quote
Marking and Unmarking sims and households for Sacred status and Tracking can now be accomplished in CRTL-Rightclick. No more having to go all the way to Edit Town. Note that your previous configuration file settings for the Tag String are now deprecated and nonfunctional, and you will have to remark your sims again. You can do this faster from the console, by typing "bless <household>". Typing just "bless" with no arguments toggles it on the current fambly.


CRTL-Rtclick did not work for me (or CTRL-leftclick, or alt-rt/left click, and any number of other combinations I tried), but I forgot about entering "bless <household> in the console. Thanks, I'll try that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 29, 03:49:13
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.
That happened to me the first time I installed awesomemod.  I also created my own install directories and created my own resource.cfg... I ended up reinstalling my game and using monkey installer to install the mods.  I am not certain... But I think I put the mods directory in the wrong place originally and that caused my problem. (but for some reason the other mods I had isntalled worked... I imagine the reason awesomemod didn't was because it actually changes the script files and is a higher level mod making it a bit more touchy.... either that or it is complete voodoo)

What I'd suggest you do is run the monkey installer program which should be found in this thread among other places... Then try.  You might have to delete your current mods folder if it is in fact misplaced.  It is just too easy to do it wrong to make it worthwhile adding the folders/resource configs manually... especially when there are aps out there that do it for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starscream on 2009 June 29, 04:06:26
I wanted the speed fixes, so I went through the whole pain of unistalling everything and re-installing from scratch.

All went perfectly until I re-installed AwesomeMod.

Now the game goes through the intro and then gets to the loading screen and boom, crashes.

Take out AwesomeMod from the packages file, the game works perfectly again.

Obvious idiot wondering what I am doing wrong. And yes, I RTFM. Obviously I used AwesomeMod before, so I know how to install it properly.
I'm having the same problem. When the loading screen comes up the cursor just twirls around and around, over and over, never getting to the Main Menu where you can choose a saved game. As soon as I remove Awesome.package from my mods folder, everything works fine.

I tried uninstalling and reverting back to 1.0.632.00002, but the problem affects that version now too.

Edit: Nevermind, I ended up getting it to work.

Now that I've managed to fix my problems, it seems that another one has bubbled to the surface. Awesomemod causes my game not to load at all -- I mean, it starts up and everything, but when I get to the loading screen it doesn't load. At all. I don't see any green showing progress in the loading bar, just my cursor spinning around around, much how like the quoted poster was describing his problem. The game doesn't crash, either; it just sits there until I have to manually shut it down via task manager. I've searched around the Awesomemod! forums but have found nothing pertaining to my issue. Does anybody have an idea what could be going wrong?

The poster I quoted seemed to have fixed his problem, but didn't post the solution, so I was thinking about PMing him but I don't know often he logs onto MATY, and seeing as he only has six posts, I don't expect a reply any time soon.
That happened to me the first time I installed awesomemod.  I also created my own install directories and created my own resource.cfg... I ended up reinstalling my game and using monkey installer to install the mods.  I am not certain... But I think I put the mods directory in the wrong place originally and that caused my problem. (but for some reason the other mods I had isntalled worked... I imagine the reason awesomemod didn't was because it actually changes the script files and is a higher level mod making it a bit more touchy.... either that or it is complete voodoo)

What I'd suggest you do is run the monkey installer program which should be found in this thread among other places... Then try.  You might have to delete your current mods folder if it is in fact misplaced.  It is just too easy to do it wrong to make it worthwhile adding the folders/resource configs manually... especially when there are aps out there that do it for you.

Thanks a lot for your reply, but I JUST figured out what I did wrong. It was terribly idiotic of me to forget something like this, but unfortunately I did. You see, after reinstalling TS3 I forgot to download and apply Delphy's hack framework again along with Awesomemod, which is obviously essential for its use. I thought it was strange that I didn't already have a Mods\Packages folder when I reinstalled TS3, and figured I must have created them manually when I really got them from the framework.zip provided on MATY and linked to in the main Awesomemod thread. Man, I feel like such a dickhead for not remembering/reading the main thread over again -- I thought I had everything that Awesomemod needed to function. Apparently not.

Thanks for being the only one to reply to my inquiries, but I guess being ignored is better than being chastised for being a dummy (although being chastised for being a dummy would have made this problem much less tedious, frustrating, and time consuming).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 June 29, 04:12:30
Well much to my surprise... I had the multiple rotting food plates when visiting Central Park today... and have kept up w/all the updates to the Awesome Mod... and patch from here too... Never had them before playing today... and I've played over 100+ hours so far... very strange!  So, will now go and install today's updated AM and hope for the best...  :o    :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 29, 06:33:20
<groan> I can't patch to 1.2.7 either. I cannot find that sku file anywhere, so the patch keeps choking out on invalid file and dying. Any tips? Since I do have awesomemod in, I crash every 10 minutes or so, rendering the game pretty unplayable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 June 29, 10:00:19
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Thraxus on 2009 June 29, 11:14:23
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>

I had the same issue. Had the Reloaded version installed and updated it by installing the Razor1911 over top of it. I had to uninstall the game and reinstall the game from the Razor1911 files before the patch would work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daimon on 2009 June 29, 11:41:30
I had the same issue. Had the Reloaded version installed and updated it by installing the Razor1911 over top of it. I had to uninstall the game and reinstall the game from the Razor1911 files before the patch would work.

I reinstalled the Razor1911 files last night, but I'm still getting gripes about it not working. The game loads, and awesomemod loads too, but it crashes randomly and every ten minutes minimum. I don't mean at startup, but during the game. For further information, I have awesomemod set to vanilla, and no other hacks in (except framework). The message I get when I try to patch is that the infamous sku key is missing (and it is indeed not in the registry).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gigi on 2009 June 29, 13:21:11
I fucked up my Sunset Valley by using debug mode to kill some fucked up "townie" toddlers. I want to keep my legacy family (if possible), so which of the following would be the least harmful? Moving the family and the house to the library and placing them in Riverview, or should I place them in a new Sunset Valley and destroyalltownies? I don't want Sim A meeting her grandfather as a kid, and so on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 June 29, 14:06:26
Will more recent awesome mod updates work with an unpatched game?

<reason for question> I am unable to patch my game. I had the first arred version and upgraded it to the 2nd. I have reverted all core files back to their original state. My game states a version (down to the 0002) compatible with the patch I have but the game refuses to update citing incompatible regions. <end reason>

Mine refuses to update citing a "gorilla" error which I googled and is supposed to be caused by a shader hack.  Well, I got frustrated, uninstalled everything, reinstalled and without adding in anything else, tried to update.  Same error, even though I installed (this time) to my C drive instead of the second drive I had used earlier and had absolutely nothing but the vanilla game at that time.  Mine is the first arr'd version (00007).  I just gave up and am playing unpatched.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 29, 14:35:06
I was using the place an opportunities call I think it worked twice and it hasn't worked
since is there a limit to it or what?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 20:32:13
I prefer to keep Story Progression on, but I'm really getting annoyed with homeless families. Even with Awesomemod, I have 8 homeless families (not including the "NPC" family) that are basically untouchable. I don't like sims existing in the ether - I want them where I can see them and move them around as I desire.

Undocumented, possibly unsupported feature.
Would it be possible to create a "makehomeless <family and/or sim name>" command?
Exists. Not a documented feature, but I made it for debugging, "runstoryaction Create Household".
AddSim
ChangeFitness
ChangeRelationship
Create Household
Create and Move In
Emigrate Household
GetJob
KillSim
LeaveJob
MergeHouseholds
MoveInHousehold
MoveOutHousehold
PromoteDemote
SplitHousehold
ThrowHouseParty

I've tried playing with the commands above, but it seems no matter what syntax I use, or where it's used (either Edit Town, or with a family lot loaded), I get "Fail!" messages. Has anyone been able to get them to work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 22:27:27
You're running them as runstoryaction foo, where foo is one of the keywords from the list?

Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 June 29, 22:30:52
Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.

Based on Pescado's actual post, it's possible that only "Create Household" works - that one works fine for me, while none of the others do.  Alternatively, it could be that the action generates a random potential event, and the "Failed!" means the action actually just failed - for instance, GetJob may have grabbed a Sim that already had a job, thus the action would fail.  I tried testing this by running GetJob over and over, but it failed every time, so this is sheer speculation.  My hunch is that only Create Household works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 29, 23:08:02
Hey what does 12-Woohoo mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 29, 23:10:34
Hey what does 12-Woohoo mean?
a "12" is a teen.  So it enables other mods to enable teens to fuck like bunnies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 June 29, 23:44:45
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


I am definitely not awsome, but I think the point might be that you are not on topic. You are posting your questions in the wrong thread.

On the main page, look under THE HORROR, THE HORROR. There is a thread under that heading named something like 'Technical difficulties with THE HORROR'. You might want to check there to see if someone has already answered your question(s). If not, it seems to me that posting your questions in that thread might increase the chances of you getting some help with your install problems. This thread is not for install problems. This kind of thing matters here, 'k?  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 29, 23:49:16
Yes - for example, runstoryaction MoveInHousehold. When that didn't work, I tried adding in family names, lot names, using single quotes, double quotes, <>, etc. When I tried runstoryaction Create and Move In, it did not work - the error message said it could not be validated.

I have almost everything enabled in my Awesomemod config. The only things not enabled are robotic hand of God, censors, TS2 aging, 12 woohoo, and the CAS slider scale. Any ideas? I can load the game later and take some screenshots, if that would be helpful.

Based on Pescado's actual post, it's possible that only "Create Household" works - that one works fine for me, while none of the others do.  Alternatively, it could be that the action generates a random potential event, and the "Failed!" means the action actually just failed - for instance, GetJob may have grabbed a Sim that already had a job, thus the action would fail.  I tried testing this by running GetJob over and over, but it failed every time, so this is sheer speculation.  My hunch is that only Create Household works.

Okay, then - thanks for trying it out. It's good to hear that it's not just me - the quote in my signature says it all. :) Not to get off-topic, but is there any way to deal with homeless sim families, besides befriending, asking to move in, and kicking out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 June 30, 02:39:43
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 02:47:04
Okay, then - thanks for trying it out. It's good to hear that it's not just me - the quote in my signature says it all. :) Not to get off-topic, but is there any way to deal with homeless sim families, besides befriending, asking to move in, and kicking out?
What do you want to do to them? If housing exists, they will find housing and move in eventually. If you want to force them to homelessness or homefulness, that is an undocumented feature of the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 30, 03:42:38
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aaroc on 2009 June 30, 04:38:55
Yeah, I started a new game and instead of using Destroyallhumans, I manually moved every single family out of their houses and destroyed them individually.

A few days into the game, that Bakshi family that always seems to spawn moved into a little itty bitty tiny house worth 14k or so, when they would usually move into a nice big house that can actually fit all their fat asses into it. In any event, not using DestroyallHumans seemed to help the lag issue, as I didn't even notice 0:59 passing for quite a few days. I guess the next step would be to make a bunch of little houses that these vagrants can afford to move into and then manually place them into a house in which they fit later on. Not a big problem, just a slight annoyance, so long as I can continue to avoid the horrilag from before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 05:54:37
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alliecat on 2009 June 30, 05:59:47
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:01:20
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 06:02:27
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:20:05
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!

More info:  I have the patch.  I think the problem MIGHT be that I'm supposed to be able to open the awesome and awesomeconfig files?  When I try to open them on my desktop, I get an "access to the path...is denied" message.  When i try to open them on my laptop, I get the "Windows doesn't know which program to use" error message.

THanks again for any help you can provide!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 June 30, 06:27:28
Hey all!  Apologies for my noobieness, but I am seriously baffled.

About a week ago, I downloaded the MoreAwesomeThanYou mod for Sims 3, on my laptop.  Worked just fine (well...it crashed, until I followed the directions on this site about what to add and delete and such, THEN it worked just fine.)

I've since bought a much faster, etc desktop, which does not have internet access on it just yet.  I saw there was an updated version of the mod, and I got very excited to try it out.  So I downloaded the mod onto a jumpdrive on my laptop, then transferred the jumpdrive to my desktop.  I followed the directions of where to put it of course, but it doesn't seem to be working.  The game works just fine, plays perfectly normal, but none of the MoreAwesomeThanYou stuff works.  Even something basic...like how Q should no longer quit the game...isn't working.

I've looked on here for the answer of course, but haven't been able to find it yet.  Can anyone tell me what I'm doing wrong, or at least point me in the right direction?

Thanks so much!

Did you install the framework?

Yep!

More info:  I have the patch.  I think the problem MIGHT be that I'm supposed to be able to open the awesome and awesomeconfig files?  When I try to open them on my desktop, I get an "access to the path...is denied" message.  When i try to open them on my laptop, I get the "Windows doesn't know which program to use" error message.

THanks again for any help you can provide!
Jesus Christ.

Use monkey installer and have it installed that way.  It is linked in this thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Actingi on 2009 June 30, 06:49:40
As mentioned above, I've already got the monkey installer.  I also tried changing the rights, to no avail.

Disabling my UAC got rid of the error I was getting...but the mod still isn't working.

Sorry to keep bugging, but any other thoughts, other than reinstalling the game (which I'll save as a last resort).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 30, 12:56:13
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P

True, but I have affordable housing available - not enough for all of them to immediately move in, but there are at least half a dozen houses under the 20K level. And no one's moving into them, even after 2-3 weeks. Hopefully I can figure out the undocumented shiny - thanks for the heads up there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 June 30, 13:03:32
Then the houses must be too small for them. If there is not enough space in the houses, they cannot move into them. If the events are simply not triggering, you can try forcing the issue by typing "runstoryaction Move In Household", and seeing if anyone bites.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roux on 2009 June 30, 13:37:12
Awesome - already have 3 of the smaller families moved in, so now I just need some affordable housing for the larger families. Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 June 30, 15:32:05
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Captain Swooptie on 2009 June 30, 15:49:42
One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.

It was awesomeware, arguably one of Pescado's most amazing inventions. It was an object that, when you dragged it from the buy catalog, would instantly depreciate all of the objects on the lot. It's essentially the same effect as moving a family in, as the act of simply buying an object causes it to become devalued, except that you don't have to bother with any of that crap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 June 30, 16:08:21
They aren't doing it quickly. I've had homeless sim families existing for more than two weeks with no movement. Part of the problem, I think, is that often the family only has $20k and the many homes I have open are all above $70k.
Then they're stuck homeless until they make enough money to afford housing, duh. :P
That's going to be pretty damned hard, considering that none of them are employed.  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 30, 16:53:39
I fucked up my Sunset Valley by using debug mode to kill some fucked up "townie" toddlers. I want to keep my legacy family (if possible), so which of the following would be the least harmful? Moving the family and the house to the library and placing them in Riverview, or should I place them in a new Sunset Valley and destroyalltownies? I don't want Sim A meeting her grandfather as a kid, and so on.

I didn't see an answer to this and am curious, as I have the same issue.  I absolutely despise Riverview so playing there isn't really an option for me.  I want to save my family to the library, then delete the neighborhood and start fresh...my problem is the mother of my family is a grown up Bebe Hart (with a name change) so I am wondering if I should just evict the Hart family to the clipboard then delete them there? Or should I just debug kill the parents and evict/delete Bebe?  Also, will placing this family in a fresh new hood potentially screw up my hood as they have friendships/relationships with people who won't exist in the new neighborhood yet?  I'm also assuming I should probably remove the "Sacred" tag from them before I save them to the library...is this correct or am I being paranoid with that? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 June 30, 17:53:57
Awesome - already have 3 of the smaller families moved in, so now I just need some affordable housing for the larger families. Thanks!

This house (http://"http://www.modthesims.info/download.php?t=350426") at ModTheSims is a 3 bedroom starter furnished for under 20k. Nice layout too. I've played it some. In general those sorts of homes are hard to come by unless you just build your own.

Personally though, I think those damned Sims should just all cram themselves in somewhere immigrant style and deal. It's not ideal but sometimes you do what you gotta do. I've definitely started big familes of sims off in tiny homes to begin with. What's the alternative, sleep in a car? Haha speaking of which there should be an option for that.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: HelloKit on 2009 June 30, 17:57:53
This house (http://www.modthesims.info/download.php?t=350426) at ModTheSims is a 3 bedroom starter furnished for under 20k. Nice layout too. I've played it some. In general those sorts of homes are hard to come by unless you just build your own.

Fixed link.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asciident on 2009 June 30, 18:17:59
EnablePedophilia - makes TeenWoohoo mods redundant, or is it just another enabler like Enable12Woohoo?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 18:19:58
Was curious as to what language the .script files are, they appear to be compiled to an assembly in the packages.


And may I suggest a future idea with enablepedophilia is to have randomly if you engage in it for a Chris Hansen sim to show up at your house and then you get busted by cops or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 18:23:15
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 18:32:01
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

Interesting, some sort of diff system might overcome a one mod limit. Instead of providing your complete modified scripts you could give diffs of the changes to each script then with an installer written can add all the core mod diffs you want and then it order them in precedence so that with any conflicts the mod with higher priority would be chosen for that change.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 June 30, 18:34:00
**Edit:  Description has been added since I last checked ;p


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 18:55:25

Interesting, some sort of diff system might overcome a one mod limit. Instead of providing your complete modified scripts you could give diffs of the changes to each script then with an installer written can add all the core mod diffs you want and then it order them in precedence so that with any conflicts the mod with higher priority would be chosen for that change.

I believe thats being looked into.  To be fair,  it's still early days yet but I still think progress has been far quicker this time around then it was for TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 June 30, 20:57:33
I was using the place an opportunities call I think it worked twice and it hasn't worked
since is there a limit to it or what?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 June 30, 21:04:08

And may I suggest a future idea with enablepedophilia is to have randomly if you engage in it for a Chris Hansen sim to show up at your house and then you get busted by cops or something.

LMBO! Very N.I.C.E. and quite a classic response! This would be hilarious to see in our game... now someone just needs to create a SimChris Hansen so we can move forward w/this VERY important addition to the Awesome Mod...  ;D  :D  :o  :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 21:24:31
Is EnablePedophilia really just a joke feature? Sure the pedobear icon next the relation action is amusing, but I was actually hoping Pescado had managed to make it to where pedophiles can be arrested. I first tried it with a random teen sim and a sim I created just to get arrested and other then giving the teen the creeped out moodlet there was no police or any added options to report the sim to another adult or anything sensible like that. If this really is meant to be more then a joke feature, which will likely destabilize AwesomeMod or at least waste space, is there something needed to get the sim arrested or at least do more then creep the sims out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 21:32:53
Sorry for the double post but the forum wouldn't let me edit my post and save.

It's sad that my first post on this forum after over a year of haunting it involves a pedophilia feature added to awesomemod, though I spend most of my time torturing sims and was hoping this would be an easy way to get rid of sims I didn't like from my neighborhood. I think this should actually be made functional with the ability to have the 12 report the pedophile to an adult or go to the police station and report it and then have that sim locked in jail similar to how it works with the criminal career. Though I also think that the interactions should be functional though perhaps still with a chance of creeping the teen out in the beginning and getting the pedophile arrested.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 June 30, 21:35:20
I may be wrong, but I think that the difference between Enable12Woohoo and EnablePedophilia is that the former enables woohoo/romance among teens, while the latter enables also teen-adult and teen-elder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heathalessyl on 2009 June 30, 21:50:09
Sorry for the double post but the forum wouldn't let me edit my post and save.

It's sad that my first post on this forum after over a year of haunting it involves a pedophilia feature added to awesomemod, though I spend most of my time torturing sims and was hoping this would be an easy way to get rid of sims I didn't like from my neighborhood. I think this should actually be made functional with the ability to have the 12 report the pedophile to an adult or go to the police station and report it and then have that sim locked in jail similar to how it works with the criminal career. Though I also think that the interactions should be functional though perhaps still with a chance of creeping the teen out in the beginning and getting the pedophile arrested.

Pedophiles can be arrested.
I had a pregnant sim in her home ask if her son's girlfriend was single, and sure enough all of a sudden I get the message that she is going to be arrested, and the cop shows up, handcuffs her, and sends her off to jail.

But minutes later, I click on her and she's standing somewhere with her hands still cuffed behind her back. I sent her home, had her take a shower, and still all with her hands behind her back. I didn't save, but sure enough, pedophiles can be arrested.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 June 30, 22:08:19
Pedophiles can be arrested.
I had a pregnant sim in her home ask if her son's girlfriend was single, and sure enough all of a sudden I get the message that she is going to be arrested, and the cop shows up, handcuffs her, and sends her off to jail.

But minutes later, I click on her and she's standing somewhere with her hands still cuffed behind her back. I sent her home, had her take a shower, and still all with her hands behind her back. I didn't save, but sure enough, pedophiles can be arrested.



Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 22:21:01
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heinel on 2009 June 30, 22:27:08
I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

In Sims 3 their relationship will not suddenly change overnight.  They keep whatever relationships they had before.  You will just not have the romantic interactions in the menu when they are out of sync.  Wait a few days or buy the teen a birthday cake.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosylove on 2009 June 30, 22:30:28
Quote from: Pescado
 New build up, patch integrated into build. If you don't have the patch, get it here:

Do we actually need to get the patch? Weren't most of its "fixes" included in the Awesomod anyway? I have a really bad experience with EA patches and don't want to get it unless i really have to.  Actually  wouldn't "patch integrated into build"  mean that it's included in the Awesomod? If i am understanding the word "integrated" right... I thought that it kind of means "included".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 June 30, 22:48:40
You need patch probably because all he probably did was to merge patch changes to the scripts he changes. I only saw 3 scripts in the package so I assume that EA could modify others.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 22:52:09
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.

Yes sorry I know.  I was referring to the dissembled files via Reflector as being C.  You can get a program called Reflexil to help edit the files.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 June 30, 23:03:11
Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

Use ResetSim to release the handcuffs. 
On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheLastParnell on 2009 July 01, 00:14:12
I cant see how anyone would think that this joke addition to an otherwise 'Awesome' mod was done properly, and for the first time I would ahve to disagree with something in this mod being superior to the alternative. It is nothing but vastly inferior to its competition in that respect.

I can certainly identify with steveuk's comment about taking exception to pedophile being used in this case to describe the interaction between teens and those older within the game, with note primarily focused about teens and there ability to drive, as that points to them being at least sixteen in the US, if not older.

Even after all of this, though, I will still have to stick with this mod, as in all respects save for this one, it is superior to anything liker it out there, and perhaps if this aspect is looked at more intelligently, it will come top be superior within all aspects.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 01, 00:17:16
Yeah, I just tried it with another sim this time with the adult sim not being in the same household as the teen. Unfortunately it's still just a buggy joke feature as the jailtime is quite short, the sim remains permanently handcuffed, and it seems to always result in creeping the sim out even if it was the teen that began the interactions. I've got a buggy mouse that hates the radial menu used in Sims 3 and randomly selects things I never clicked on so I figure there's no point in the feature existing if it always results in jailtime and trashes the sim by sticking the handcuff animation. Not wanting to start a fight or anything but the teens in the sims games have always looked a lot more like age 16 and up rather then 12, and like it or not 14 is the age of consent in many countries. I'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.

Yeah I kind of agree with that logic. If it were possible to allow it if the sims involved were, say, within plus or minus 2 days from the teen > YA birthday then I think it would be somewhat sensible then. I guess that's getting a bit too complicated though since Sims aren't real people. They just stay one age for a long time then *poof* they are suddenly another age. Except the YA > Adult transition which without University seems rather superfluous.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GeorgiaPeanuts on 2009 July 01, 00:47:24
Nice to see the Teen woohoo option enabled properly....well done Pes.  I can now re-install AM and check it out.

GeorgiaPeanuts....I think its C but could be wrong.  Found them fairly easy to edit but of course the problem is the one core mod limit at present.

The files are actually MSIL but with reflector they displayed into C#, Can't wait for the SimScriptor can come out so I can write in a .NET language as I do not know MSIL enough to make a meaningful changes.

Yes sorry I know.  I was referring to the dissembled files via Reflector as being C.  You can get a program called Reflexil to help edit the files.

Thanks! That worked to help, although adding new changes I could not figure how to inject any new C# code. I basically made all parties to use the nude clothing regardless what it receives from the game UI. But all the guests were still clothed even though my sim was nude. I recall skimming over some functions that check if the sim should change their clothes, probably what makes guests unnude.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 00:50:24
Is EnablePedophilia really just a joke feature? Sure the pedobear icon next the relation action is amusing, but I was actually hoping Pescado had managed to make it to where pedophiles can be arrested.
Oh, they can be arrested. Just try it where someone will see you.

I first tried it with a random teen sim and a sim I created just to get arrested and other then giving the teen the creeped out moodlet there was no police or any added options to report the sim to another adult or anything sensible like that. If this really is meant to be more then a joke feature, which will likely destabilize AwesomeMod or at least waste space, is there something needed to get the sim arrested or at least do more then creep the sims out?
It does more than that. You just need to find some proper pedobait.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 00:53:25
'm not in any way condoning pedophilia and would take a shotgun to any pedophile who got anywhere near one of my kids but in the Sims it just becomes a pain in the ass to have to force a teen sim to age up simply because another teen you matched them up with aged up a few days before and you don't want their relationship to suddenly change overnight because one of them is suddenly too old.
That's how it works in real life, too. It's fine when everyone is 12, and then someone becomes 18, and the next thing you know, someone is being arrested and being branded for life as a sex offender.

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 01:10:43
I just read through this thread and read the options about "runstoryaction Create Household". However, when I just tried it in game, I got the error that runstoryaction is an unknown action.
I know for sure that Awesomemod is working because showconfig and maxmotives both work.

Am I doing something wrong or was it disabled in the latest version?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 01:15:09
It may be in one of the tabs you disabled, either cheatingcheats or debug commands. Check your config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 01:50:04
I don't have in a config, just the Awesomemod. I can input "testingcheatsenabled true" but I cannot input "enabledebugcommands true" I get the error unknown command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graycurse on 2009 July 01, 01:53:14
I don't have in a config, just the Awesomemod. I can input "testingcheatsenabled true" but I cannot input "enabledebugcommands true" I get the error unknown command.

try replacing "true" with "on"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 01:59:44
"testingcheatsenabled true" is not AwesomeMod, it's EAxis. AwesomeMod's syntax is "setconfig enabledebugcommands <on/off/true/false/etc>".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 02:40:07
"testingcheatsenabled true" is not AwesomeMod, it's EAxis. AwesomeMod's syntax is "setconfig enabledebugcommands <on/off/true/false/etc>".

Ah thank you. I was missing the "setconfig" part. After I enabled that I was able to successfully use "runstoryaction Create Household".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 01, 02:53:13
I've begun my testing with this new option. I find it quite amusing. The Pedobear with the rope is rich. The Handcuffs on the flirt interactions elsewhere are pretty self explanatory.
Is it a bug or a feature that the perma-handcuffed sims as convicted pedophiles gross out the elders when flirting with them? It doesn't seem to work in reverse. It makes sense in a way though. I wouldn't want some pedophile coming and hitting on me!
I also know that the proper pedobait isn't what I think it is, since the game equivalent of whores reject pedophile advances (Flirty, Hopeless romantic, Great Kisser, Inappropriate, evil), and vice versa. I haven't attempted to proposition the convicted pedophile yet. Perhaps I should try that with one of my Pedophile tests.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)

This option still doesn't allow 12 woohoo. A seperate mod is still required for teen on teen. Not sure if that is intentional or not.
I'd still like to see my Young Adult sims grossed out by the elders hitting on them.

As for the 12 debate, you COULD argue that "High School" tag in the USA means 15-16. You COULD, but you'd be neglecting the fact that Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 03:03:33
I've begun my testing with this new option. I find it quite amusing. The Pedobear with the rope is rich. The Handcuffs on the flirt interactions elsewhere are pretty self explanatory.
Is it a bug or a feature that the perma-handcuffed sims as convicted pedophiles gross out the elders when flirting with them? It doesn't seem to work in reverse.
Yes, that *IS* in fact a feature.

It makes sense in a way though. I wouldn't want some pedophile coming and hitting on me!
I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.

I also know that the proper pedobait isn't what I think it is, since the game equivalent of whores reject pedophile advances (Flirty, Hopeless romantic, Great Kisser, Inappropriate, evil), and vice versa. I haven't attempted to proposition the convicted pedophile yet. Perhaps I should try that with one of my Pedophile tests.
For a 12-sim to acquire the status of Pedobait, they need to attempt age-inappropriate flirting at least once. Or you can addtrait Pedobait.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
Elaborate? Which conviction, which autonomous reaction?

This option still doesn't allow 12 woohoo. A seperate mod is still required for teen on teen. Notai sure if that is intentional or not.
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.

As for the 12 debate, you COULD argue that "High School" tag in the USA means 15-16. You COULD, but you'd be neglecting the fact that Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?
There's no 15 or 16. That is 12. What part of the Rule of 6 do you not understand?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 03:15:01
I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.
perma-handcuffing occured in each of my tests. As soon as your sim gets out of jail (Which oddly enough is less then a day considering the crime), they leave the police station with their hands permanently stuck in handcuffed mode.

For a 12-sim to acquire the status of Pedobait, they need to attempt age-inappropriate flirting at least once. Or you can addtrait Pedobait.
You actually added a pedobait trait?! ;D When I was testing things both teen to YA and YA to teen resulted in the one I was interacting with being creeped out and nothing else happened. Though I also found that if they are in the same household then the adult doesn't get arrested regardless of how many times they attempt to interact romantically in private or in front of a crowd.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
That's what I was afraid of. The perma-cuffing leads to this being a very non-awesome addition to the AwesomeMod if the pedo interactions can be done autonomously.

EDIT: I just did another test after hearing about the Pedobait trait and other then the fact that the addtrait Pedobait command works there is no other effect in the game. Romantic interactions from a teen to a YA still result in the YA shouting, getting the creeped out moodlet, and then nothing further.

EDIT2: Further testing by switching to the chosen YA victims household and then having that YA interact with the teen with pedobear trait has revealed that it does indeed enable the interactions without creeping the teen out. Shouldn't the interactions from the teen to the YA work as well?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 01, 03:56:32
There's no 15 or 16. That is 12. What part of the Rule of 6 do you not understand?
I am not good with math. I keep trying to multiply by 5.62175 and round up, since my numpad 6 is too close to the 9 for me to trust it...

I haven't noticed anyone perma-handcuffed yet. What did you do to trigger that? They SHOULD simply head off to jail.
I don't know. It seems to be something that happens when they get out of jail. I only had one go to jail so far. Woohooing doesn't change it. I can provide screenshots or movies if you like. She's walking around with her hands behind her back, not doing anything else.

Speaking of which, the conviction came from Autonomous reactions. I hope THAT can be fixed. (still haven't watched one get hauled off to jail. That's my next task!)
Elaborate? Which conviction, which autonomous reaction?
I assume, then, that this was a bug.
I started a new town. I had 1 elder male, 1 adult female, 1 ya male, 1 m&f teen, and 1 child. All unrelated. Only Awesome mod and the config file, plus a no fade ini change. I had the teens romance each other a little bit. I then went and had the female teen flirt with the young adult. Suddenly the female teen cancels her interaction with the male YA to go yell at the other teen. I go look and sure enough the female adult is creeped out. I shrug it off, and go back to increasing the relationship between the young adult and female teen. Nightfall comes and I check to see why the adult is in a bad mood and find her "passing time" in the jail. My only conclusion is that either the male teen flirting with her autonomously caused her to get thrown in jail, or she autonomously flirted with the male teen. My attention was elsewhere so I missed the whole thing. I will create a family where I don't do anything but observe and see if It happens again. Like I said before, the traits involved were Flirty, Hopeless romantic, Great Kisser, Inappropriate, and evil for the adult, and all but evil for the child. It is possible that I did a interaction from the start labeling her as a pedo right off the bat since I do recall messing around with the inappropriate "kiss" trait, but I am not sure if even that should have triggered an Autonomous reaction. I'll report back soon after a blank slate test.

Though I also found that if they are in the same household then the adult doesn't get arrested regardless of how many times they attempt to interact romantically in private or in front of a crowd.
Mine had to all be in the same household. Although I didn't see it, mine ended up in jail. There were no other teens around.


(Edit 1)
I tested with a blank slate copy of the family. It is not a fresh neighborhood, just a removal of the old family and the placement of a copy of the family at the point of creation. The elder came up to the teenage female and "Complimented Appearance" There have been exactly 3 forced interactions prior to this. The Adult female kissed the YA the Elder, and the Teen Male kissed the teen female. I am creating a "fresh neighborhood and doing the same thing again. Every Autonomous reaction of this that I have witnessed so far has always been "complement appearance".

I have also had another sim go to jail and come back in handcuffs. This may be related to something in Awesomemod that allows me to cancel the "go to jail" action, since I have discovered I am capable of canceling it, resulting in the cop running off.

(Edit 2)
A Fresh Neighborhood results in the same thing. This time the interaction from the elder sim was "Compliment Personality"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: userunknown on 2009 July 01, 04:45:22
Pescado
Which xml tuning file is it where you can change the parameters of the jealous broadcaster?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 10:03:43
Those issues should be fixed in the currently available update. More issues will be fixed in the next one.

Which xml tuning file is it where you can change the parameters of the jealous broadcaster?
The hell should I know? Do I look like grep to you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 July 01, 11:52:51
Hi, I'm new here.  I'll try not to be stupid.  I have the same version as the person who is quoted above.  Is there a problem with answering questions about.... ahem less than legal versions as I noticed that someone else a page back either got lost or was ignored for his question.
We don't care how you got your version, but such matters are off-topic in this thread and will be ignored and punished with nuking if it continues.

Okay, point taken.  I was obviously wrong to think a little background information would be helpful in getting the patch to work in my game.  Now, on topic, what do I have to do to get this patch working in my game?  Help would be appreciated.   


I am definitely not awsome, but I think the point might be that you are not on topic. You are posting your questions in the wrong thread.

On the main page, look under THE HORROR, THE HORROR. There is a thread under that heading named something like 'Technical difficulties with THE HORROR'. You might want to check there to see if someone has already answered your question(s). If not, it seems to me that posting your questions in that thread might increase the chances of you getting some help with your install problems. This thread is not for install problems. This kind of thing matters here, 'k?  ;)

Thanks Tangie for responding. Going to check out the other thread. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 12:02:37

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.

There is no *12* that could be referred to as Teen.  Definition of Teen is a young person aged between thirteen to nineteen, hence 'Teen'.  Teens in this game drive cars which would therefore (depending on country/region) make them at least 16.  By saying they are 12 would imply that all the Teens are driving illegally (could they be)? so your statement is either wrong or deluded.
Pedophile is a term that is applied to sick people who have sexual desires for children. A child is defined as any age between birth to puberty.  This again proves your usage of the word 'pedophile' in regards to Teen relations, in-correct as most Teens have reached puberty well before 16 years of age.
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nivaya on 2009 July 01, 12:21:14

On a more serious note. I do take exception to the word pedophile being used to describe interactions with teens in the game.  As I stated elsewhere, the teens in the game can drive cars which in my mind makes them old enough to have sex, try for baby & get married just like in real life.
There is no "16". They are *12*.

There is no *12* that could be referred to as Teen.  Definition of Teen is a young person aged between thirteen to nineteen, hence 'Teen'.  Teens in this game drive cars which would therefore (depending on country/region) make them at least 16.  By saying they are 12 would imply that all the Teens are driving illegally (could they be)? so your statement is either wrong or deluded.
Pedophile is a term that is applied to sick people who have sexual desires for children. A child is defined as any age between birth to puberty.  This again proves your usage of the word 'pedophile' in regards to Teen relations, in-correct as most Teens have reached puberty well before 16 years of age.
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P




Oh dear, oh dear, oh dear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MissKitty on 2009 July 01, 12:25:04
So in conclusion of the above, I am right and you are wrong which makes me "More Awesome Than You" :P

No, what you are is an annoying and un-awesome little gnat that refuses to get that this place operates by the Rule of 6.

And that whole "driving illegally" thing makes you even more un-awesome. In MY country, you aren't allowed to drive until you're 18. NEWSFLASH: Different countries have different rules and laws. Sims don't operate under your laws just because you say so and obviously they are allowed to drive at 12. :P

What exactly did you think to achieve by challenging these rules? Did you really think it was nothing nobody had ever done before?

Now who's deluded?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 01, 13:23:06
Quote
Sims spend more years in High School than Elementary School, and that there is no Middle school. So where did it go I wonder? Middle School starts at 11-12... Strange coincidence, or conspiracy?

In many places (North American), Elementary goes from K-7 and High School goes from 8-12.  I know this is true in and around Vancouver BC, where I grew up, and I'm sure there are others.  Grade 8 usually starts around age 13 and grade 12 ends around age 18, hence 'teen'.  It's appropriate for the simplification in The Sims where age category=school applied.

I only wish the high school were a different building than the elementary.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 13:48:34
Oh dear, I fear I may be in part to blame about this thread suddenly becoming an argument about the teen-12 thing. It doesn't really bother me that much since I could easily make a mod to change things if it did. Sims are a completely fictional species of human-like pixelated creatures that typically only live for 90 days and therefore no real world concepts should be applicable to them. One could say that the concept of pedophilia can't really be applied to a Sim, but then Pescado has done it with his AwesomeMod which after his latest fix is once again awesome. ;D

Now to just make the jail time longer. Perhaps a a few days instead of the half day or quarter day that it does which is more an inconvenience then a punishment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 13:55:24
Now to just make the jail time longer. Perhaps a a few days instead of the half day or quarter day that it does which is more an inconvenience then a punishment.

Unless the issue of Sims apparently not getting fed in jail is also fixed, this could be a pain in the ass.  Not that I actually care, since I don't have the pedobear option enabled; just pointing it out for those who do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 01, 14:34:22
Would they not be fed once hunger gets really low? In the careers they do occasionally get fed but only when hunger is really low, and even then not always, and the jail seems to behave the same as a work shift only without any performance or money gain. An easy fix though would be to make the jailed sim's motives static while in jail so they would at least remain the same as when they went in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 15:32:35
Would they not be fed once hunger gets really low? In the careers they do occasionally get fed but only when hunger is really low, and even then not always, and the jail seems to behave the same as a work shift only without any performance or money gain.

Nope, I've had to cheat hunger levels up before.  As for careers, hunger motive usually gets boosted at the same time each day (whatever that job's lunch hours are), not based on hunger motive.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jelenedra on 2009 July 01, 15:37:59
You don't get fed in prison if you're just there in a holding cell. Which, considering that your sim doesn't stay overnight or get an orange jumpsuit, you should just consider them being tossed in a holding cell with drunks and idiots.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 15:54:11
Quote from: J. M. Pescado
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.
I am in the process of making one, and have succeeded in making WooHoo available from Bed Cuddle. However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in. I could make the mod a mod of AwesomeMod [lol] but that would require an update every time AwesomeMod is updated.

Is there any way to make part of a XML Resource or something? ???

Edit: If someone could make a tool that could 'patch' together two mods that use the same resource file but different parts of it, it would let us get around the ONE AND ONLY ONE thing. It could compare the differences between the two modded resources and then check the original resource to see if the two mods could be successfully combined.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 01, 16:24:09
Quote from: J. M. Pescado
You need to enable the check disabler. After that, it probably takes an XML tuning to enable the interaction for 12s, but I bother with that, it's not a priority. Someone else may have made one, though.
I am in the process of making one, and have succeeded in making WooHoo available from Bed Cuddle. However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in. I could make the mod a mod of AwesomeMod [lol] but that would require an update every time AwesomeMod is updated.

Is there any way to make part of a XML Resource or something? ???

Edit: If someone could make a tool that could 'patch' together two mods that use the same resource file but different parts of it, it would let us get around the ONE AND ONLY ONE thing. It could compare the differences between the two modded resources and then check the original resource to see if the two mods could be successfully combined.

Remembering how it was when I was a teen, it was usually the on bed cuddle that got me into trouble with the woohoo :P

I assume once you work out woohoo, teen pregnancy wont be far behind?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 16:33:17
It's actually really really simple, I just don't want teen pregnancy in my game. The whole reason I started making the mod was because with Dizzymental/Lostaccount's mod they couldn't WooHoo from standing anymore, but after working on it myself I saw the problem (AwesomeMod already has the resource). My current mod is basically the same as Dizzymental/Lostaccount's, so if you want teen pregnancy just download it from his MTS page.

If I get WooHoo from standing to work with AwesomeMod, I'll be sure to upload a version with teen pregnancy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 18:05:36

No, what you are is an annoying and un-awesome little gnat that refuses to get that this place operates by the Rule of 6.
The what?

Quote
And that whole "driving illegally" thing makes you even more un-awesome. In MY country, you aren't allowed to drive until you're 18. NEWSFLASH: Different countries have different rules and laws. Sims don't operate under your laws just because you say so and obviously they are allowed to drive at 12. :P
I assume then that in your country a sense of humour is not developed until your elderly?

Quote
What exactly did you think to achieve by challenging these rules? Did you really think it was nothing nobody had ever done before?
I'm not challenging anything.  This is Pescado's program and he can do exactly what he wants with it. If there is something I do not like....I change it.

Quote
Now who's deluded?
You I guess for thinking that anything you wrote actually bothers me :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 01, 19:10:13
However, it is not possible to get teens to get the WooHoo option from standing up (or Move In, Propose Marriage, etc.) with AwesomeMod installed because you recently added the 0x4B0FC8F0A28B12EF resource to AwesomeMod to get the Pedophile and Pedobait traits in.
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this. As for Move In/Marriage, 12s aren't allowed to do that in real life, either. While they might be able to get away with woohooing simply because no one can stop them, they certainly wouldn't be able to go and actually file for marriage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 July 01, 19:13:24
Edit: Problem solved.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 19:15:05

Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.

The option to woohoo is available as part of the conversation tree (while the Sims are standing), as opposed to only available when in bed. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 01, 19:26:12

Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.

The option to woohoo is available as part of the conversation tree (while the Sims are standing), as opposed to only available when in bed. 

I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 19:37:43
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 July 01, 19:41:43
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.
What Roflganger said.

Here's a pic from the current Teen WooHoo mod thread:

(http://i97.photobucket.com/albums/l225/Darkpool_01/Teenswoohootoohoo.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 July 01, 19:43:14
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 01, 20:00:15
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kralore on 2009 July 01, 20:03:43
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.

I've had the option to woohoo this way several times.  I can't remember if they do a bit of kissing first, but they should then head to the bedroom and get into bed with each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 01, 20:34:10
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.

Hey, don't blame this on ADD or ADHD!  I have ADHD and when I had the chance to get some... there wasn't anything short of the house catching on fire that would distract me.  Of course that was before my heart problems.  Now whenever a female even thinks of taking me for a test drive and finds out I have defective parts... she decides she wants a model that is still under warrenty. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 01, 22:59:11
Pes, without going through the code, could you (or anyone who may know) tell me how long the "Sex offender" label remains?  My naughty sim has yet to find a job and is currently un-employable  ;D  Good bit of coding.....you have had me in stitches over my failed attempts to engage in normal relations  ::) although I did manage to get a female adult to move in. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AyaJulia on 2009 July 01, 23:13:58
Quote
1.  No Promotion Day Off Penalty [Optional - Default: Enabled]
     Makes like TS2: Jobs that span midnight hours no longer penalize you
     with mandatory day off if you are promoted.
I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."

I was told that AwesomeMod included a "gotowork" command that would let you bypass this annoying error, but assuming that person wasn't lying to me (which is a big stretch, seeing as how it isn't listed as a known command in this thread), it's not working. Is there a way around this, short of disabling this module?

Thanks very much in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 01, 23:42:28
Quote
1.  No Promotion Day Off Penalty [Optional - Default: Enabled]
     Makes like TS2: Jobs that span midnight hours no longer penalize you
     with mandatory day off if you are promoted.
I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."

I was told that AwesomeMod included a "gotowork" command that would let you bypass this annoying error, but assuming that person wasn't lying to me (which is a big stretch, seeing as how it isn't listed as a known command in this thread), it's not working. Is there a way around this, short of disabling this module?

Thanks very much in advance.
I'm just adding things when people point them out or if I realize it isn't in there.  My list is by no means the end all be all of what is in the mod.

I haven't used the feature you are talking about... but I believe the command is: backtowork

Test it out and see if it fixes your problem.  And if you see anything else that I haven't included in my list let me know and I'll get it added.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Seranation on 2009 July 01, 23:48:57
I've had the option to woohoo this way several times.  I can't remember if they do a bit of kissing first, but they should then head to the bedroom and get into bed with each other.
If I remember right, they do "Make Out" without it being queued, before both attempting to find a bedroom (which since they both do at once, naturally, they'll bump into each other and pause for a bit).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 July 02, 02:12:33
For those who have problems getting the woohoo-from-standing option, I sort of gave up on the teen-pregnancy mod because (I think) some conflagration of awesome and non-awesome mods made the woohoo from standing disappear entirely. 


It might be nice if some distinction between the 12's and the non-existing 16's was made, like halfway thru teen life you are suddenly at age of consent, breaking the rule of 6, as it were.  The pedomod is definitely a keeper for me, however, it's hilarious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: woopa on 2009 July 02, 02:18:40
I registered here just for this question. Hopefully I'll get an answer next to all the ass driven comments I expect to recieve.

I downloaded the Awesomemod sometime in June. At first it didn't work until I realized that aweconfig.package was not the mod. After I stopped being stupid and downloaded the right stuff, I was happy as a clam until today when I downloaded the EA patch. I did that, the patch installed cleanly and I found that I needed a new awesomemod. Alright, no problem, I downloaded that and even got a new config pack for it. Now the problem is, the mod is not working. I have done all that is listed:

-Manual install
-Install via Delphy's Installer
-deleted caches
-unistalled/reinstalled the mod
-unistalled/reinstalled enablescripterror.package
-restarted the computer at the last minute

The game itself is working, just not the mod. I read somewhere here that the easiest way to see if it's working is to check the fridge for all the foods to serve. My latest save is in the morning, so all that shows up is breakfast dishes, no lunch or dinner dishes. Plus pressing Q still attepmts to quit the game. If anything, I blame my self; I tried to fix something that was not broken. I also find it quite rude that all my lesser mods still work >:( Any answer is appreciated at the moment, and if I have errors in spelling/grammar go ahead and stick me with your sharpest items. I reread this way to many times to have any errors.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 02:27:37
Sims can woohoo while standing up? How does one trigger such a thing normally? I have never seen this.
What Roflganger said.

Here's a pic from the current Teen WooHoo mod thread:
How odd. I've never seen that interaction even on adults. Will enable it so that it will run through the standard tests in next version. And make it autonomousable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 02, 02:31:21
Woopa - do you have any other mods installed?
Try taking everything but awesome.package and aweconfig.package out of your Mods folder. Hopefully it will just be something as simple as a conflict like that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: woopa on 2009 July 02, 03:07:13
Woopa - do you have any other mods installed?
Try taking everything but awesome.package and aweconfig.package out of your Mods folder. Hopefully it will just be something as simple as a conflict like that.

Nope, no change, except now they ingredients for ambrosia are not in the store :P I have the feeling that I might need a new framework or resource.cfg, because there is no real reason for this to be happening. No one seems to have my problem either after reading this entire thread...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 02, 04:04:27
I'm with Pes, I have never seen this option in game, and I've had my sims stand there for hours romancing each other.

It seems to take more social foreplay to pop up compared to when it appears in bed, but it's definitely there - if you can get the other Sim to think the active Sim is "extremely irresistible", the options to woo hoo and try for baby should appear shortly afterwards.

I've seen this option, and even tried to implement it; however, I've never gotten it to actually work. I think this mostly has to do with the "you're blocking my path and I have to stand here with my hand on my hip for five minutes until you GTFO of my way" issue. So, I just have them relax on the bed after all the standing-up foreplay. Tedious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 04:20:46
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 05:01:45
More like fuck by numbers.

I've had the standing woohoo offer, accepted and had them retire to the bedroom. I stopped using it because it got queuestomped too often. It's easier to trap them on the bed together before initiating the process.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 02, 05:46:03
Sometimes I wonder if we're all playing the same game.  I never use anything except the standing woohoo offer, and while sometimes they stand around tapping their feet (reminds me of Sonic the Hedgehog,) they always eventually find their way to the bed and do as they're told.

Quote
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

Exactly.  I wonder who the hell thought this was a good idea? Whoever it was needs to be shot. It's annoying, pointless, and turns the entire thing into nothing but a clickfest, and the only "surprises" that are even possible are apparently when one of the sims in question chooses to tell a joke or gossip at an inopportune moment, spoiling the mood, and causing me to have to start from the freakin' beginning. 



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyromaniac on 2009 July 02, 05:52:42
Exactly.  I wonder who the hell thought this was a good idea? Whoever it was needs to be shot. It's annoying, pointless, and turns the entire thing into nothing but a clickfest, and the only "surprises" that are even possible are apparently when one of the sims in question chooses to tell a joke or gossip at an inopportune moment, spoiling the mood, and causing me to have to start from the freakin' beginning.  

See, this would actually be realistic had EA implemented the 'socialization trees' correctly. In real life, if you don't want to get romantic with a friend, you'd joke around and try to ruin the mood. This is probably what EA had in mind. Of course, they manage to screw it up impressively and annoy their players to death.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 02, 06:25:37
They are indeed supposed to go off to the bedroom to do it.  They'll even get impatient if the other one takes too long, and holler for them to join them.  It does get fairly easily queue-stomped though - Sims are apparently ADD when it comes to getting some.

 ;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 07:04:14
;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*

Yep, you're the target audience alright.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dawnmist on 2009 July 02, 08:19:52
2 questions regarding TS2-style aging.

If it's the birthday of a sim (days until age change = 0 days) when you switch families, and you hadn't aged up the sim before switching, the game ages them up anyway after you leave the family. Is it possible to freeze them at the "day 0" without the game pushing them up an age while you're not playing them? Or do I need to subtract a day from their age before leaving to prevent the game from aging them up (and how would I do this)? Other sims also seem to increase in age by 1 day when you switch/return, so the affect is that the sim ages 2 days in a "single" day of play on the switch-over day.

Is there a cheat to "add X days age to all sims that are not gods-chosen-children", so that at the end of a round of TS2/prosperity style playing you can age the townies without aging your sims further? If not, is it one that's possible to be added?

Thank you very much for creating a mod that fixes the dreadful state of story progression and makes a prosperity-style play *possible*, even if not yet ideal. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 July 02, 08:40:06
My problem is that I reinstalled awesomemod pre patch version.  The most recent version kept on crashing probably due to the fact that I can't patch my game with the 615 release that I have. 

I went into showconfig to see all the options.  I want to enable the CAS slider range so I typed in EXACTLY what the code was followed by the : True and it came up with 'unknown command cassliderscaleincreased.  So then I tried it without the : and it still came up with the same error message. 

Could anyone kindly enlighten me as to what I need to do to fix this problem.  I really need the facial sliders.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 02, 08:47:22
I've had this option, but nothing ever comes of it when I choose it.  I assumed they'd go off to the bedroom if I selected it and that it was broken.  Any time I choose "woo hoo" when they are standing and romancing, they stand there without doing anything further.  Hmm....maybe it's telepathic woohoo.

It might be related to beds ownership. According to some tests I did, they need to have a double bed already owned (i.e. where the sim had already slept at least once) or a double bed where noone had slept yet.

If the sim sleeps in a single bed, and all the double beds in the house are owned by other sims, the woohoo/try for baby option appears and is selectable, but it doesn't work when selected - the couple does nothing. In this case, if you plop down a new double bed somewhere and choose the option again, they will make a beeline to the new bed and proceed as designed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 02, 09:34:19
My problem is that I reinstalled awesomemod pre patch version.  The most recent version kept on crashing probably due to the fact that I can't patch my game with the 615 release that I have. 

I went into showconfig to see all the options.  I want to enable the CAS slider range so I typed in EXACTLY what the code was followed by the : True and it came up with 'unknown command cassliderscaleincreased.  So then I tried it without the : and it still came up with the same error message. 

Could anyone kindly enlighten me as to what I need to do to fix this problem.  I really need the facial sliders.


Hey Audrey, you already asked this four times in the Buggieness thread. You were lucky enough to get an answer. Stop pushing your luck, you're turning into a fucking nuisance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 July 02, 13:20:41
I get the standing WooHoo and Try For Baby options all the time. The thing that pisses me off is that if I don't choose that, but instead have them go relax on the bed to avoid the stupid log jams it seems to reset the tree and they have to start the whole damn flirting thing over again.

If they're ready to fuck while standing around talking in the kitchen, shouldn't they still be ready 5 minutes later in bed? It's so aggravating!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caterpillar on 2009 July 02, 14:36:36
I've been able to get them to woohoo in bed without having them do any flirt actions previous to having them relax in bed. If it weren't for that, my Sims wouldn't get to woohoo at all. I can't stand going through the whole romance tree every time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 July 02, 14:47:34
The romance tree certainly sucks.

I've just had a sim age up to YA, so I think I'll try the "jump into bed without flirting first" for his first romance. Hopefully it will be quicker that way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 02, 16:14:40
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

/me giggles!

Pes, in all these years I don't think I've ever seen you say "fuck."  You make made me giggle out loud!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 02, 16:44:51
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 02, 16:45:06

See, this would actually be realistic had EA implemented the 'socialization trees' correctly. In real life, if you don't want to get romantic with a friend, you'd joke around and try to ruin the mood. This is probably what EA had in mind. Of course, they manage to screw it up impressively and annoy their players to death.
True, but even that depends on the people, relationship, and situation.  In my real life, if my bf or I  ruined the mood every time we made a joke or found something funny, we'd never have sex at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: steveuk on 2009 July 02, 16:56:25
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No.

Sorry will try to be more helpful  ;D to enable the above I would suggest you check out a mod at sexysims 2


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 02, 17:01:10
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No

so what does it do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 02, 17:03:29
Enables Pedophilia. Duh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crmelsimlover on 2009 July 02, 17:12:38
1 Question about the EnablePedophilia       

Enables pedophilia Option

If i enable this will i be able to have my teens date any age from Teen - Elders or adults and can my teens have babies as well as my same sex couple like female/female Male/male?

No

so what does it do?

Tasia, if you read post #2 at the beginning of this thread, it tells you exactly what it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 02, 17:33:39
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 02, 17:57:26
I've been able to get them to woohoo in bed without having them do any flirt actions previous to having them relax in bed. If it weren't for that, my Sims wouldn't get to woohoo at all. I can't stand going through the whole romance tree every time.

Second that.  I've tested for certain that if you just tell both sims to Relax in Bed, once they're relaxing you can tell either of them to initiate WhooHoo. It's possible they might need to be engaged or married (only tested this on engaged sims).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmilk on 2009 July 02, 18:01:03
I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab.
This would be awesome. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 02, 18:12:15
I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab.
This would be awesome. 

+1


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nattykingkong on 2009 July 02, 19:26:00
Does making a house Sacred save the wishes and opportunities when active household is changed? Or is there a way to add new families without making them active? - i.e give them enough money to buy a house without making them active.

Also, will the mayor of my town always be known as a sex offender!?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 02, 19:32:51
Second that.  I've tested for certain that if you just tell both sims to Relax in Bed, once they're relaxing you can tell either of them to initiate WhooHoo. It's possible they might need to be engaged or married (only tested this on engaged sims).

I think it works with any sims regardless of relationship status (only requirement is LTR ~60, which I believe is just above good friend).  My first legacy game (just before I discovered awesomemod) my female founder was attracted to her police partner (Hank Goddard) so I moved him in.  Being new to the game I didn't know how relationship levels worked, and I wasn't sure how to break off the engagement (I could never find the fiancee when I tried to look for her)

The two sims never even fell in love (red heart), which suited Hank's commitment issues just fine, but yet he fathered two children.  Go figure.  (He cried for days when his fiancee died of old age, even though their relationship was at -100, because I testing cheats slid it, and he hadn't spoken to her since he moved in with Allegra - who btw was based off of Allegra Gorey from TS2 University)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 02, 19:41:19
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

Hehe, yeah that stuff creeps me out as well. Still sounds like a cool idea if it could be done without being romantically involved to sort of simulate that whole sperm bank nonsense. Would the fact that females don't have a Y chromosome really have any affect in Sims 3, or are you just deciding to make it so? From what I've seen of the genetics in the game I wouldn't think it would even have a clue what a chromosome is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shivafang on 2009 July 02, 19:47:14
Would the fact that females don't have a Y chromosome really have any affect in Sims 3, or are you just deciding to make it so? From what I've seen of the genetics in the game I wouldn't think it would even have a clue what a chromosome is.

He's probably making it so based on human genetics, which is realistic if you think of sims as humans.  (I prefer to think of them as a separate lifeform that's similar to humans, but only have a lifespan of 76 hours - 24minutes*190'days'/60minperhour)

(interesting fact - some birds and fish have ZW pairings where males produce ZZ and females produce ZW, meaning the female produces both the male and the female chromosome and the males only produces male chromosome.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 20:13:40
Mod the Sims now has a hack for male/male pregnancy and female/female pregnancy.  I'm not sure if a male becoming pregnant will result in a floating head or not though... You might have to find and download maternity wear for males.  (or make it if you know how).

http://www.modthesims.info/download.php?t=352028


Conflicts with Awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 02, 20:46:53
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

That is a very cool idea!  It would be neat if it took several days to incubate and could be the result of a single doner genetics as well for a true clone. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 21:32:44
Mod the Sims now has a hack for male/male pregnancy and female/female pregnancy.  I'm not sure if a male becoming pregnant will result in a floating head or not though... You might have to find and download maternity wear for males.  (or make it if you know how).

http://www.modthesims.info/download.php?t=352028

Downloaded and installed. I'm not getting the "Try for Baby" interaction. Have you tried this yourself and did it work? Any hints would be greatly appreciated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 21:55:06
Downloaded and installed. I'm not getting the "Try for Baby" interaction. Have you tried this yourself and did it work? Any hints would be greatly appreciated.
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 22:06:21
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.

No worries about not checking it out, I thank you for the heads up.

I am using this couple to crank art and books. One is chained to an easel, the other a typewriter. I have them woohoo every night to get the social and fun bars up to max before bed. No issues getting them to woohoo like crazy, just no "try for baby." I did switch one to female in CAS, knocked "her" up, switched her back to male for the pregnancy. I used a code (something like "enable clothingmesh false, not quite right, don't have in front of me) and never had an issue with invisible bodies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 02, 22:12:30
;D  The first time I saw this happen... I was like... "What the...?  Why are they yelling from the bed...?"  And then I started laughing... and thought... "Wow... now my sims really are in a hurry to get their "woohoo" on !"   :o   :D   :-*

Yep, you're the target audience alright.  ::)

Yep, that's fo shizzle as I've always been in a hurry to get my woohoo on...   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 02, 22:31:49
I haven't.... It isn't something I am too interested in.  I usually check shit out before I post it so sorry that I didn't.

Are you getting the woohoo interaction?  If not then you need to do more romance interactions.  Either that or have them both relax on the bed and see if the try for baby thing comes up.

No worries about not checking it out, I thank you for the heads up.

I am using this couple to crank art and books. One is chained to an easel, the other a typewriter. I have them woohoo every night to get the social and fun bars up to max before bed. No issues getting them to woohoo like crazy, just no "try for baby." I did switch one to female in CAS, knocked "her" up, switched her back to male for the pregnancy. I used a code (something like "enable clothingmesh false, not quite right, don't have in front of me) and never had an issue with invisible bodies.
I did some testing... and it turns out that it conflicts with awesomemod.  So... bummer


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 02, 22:44:24
I did some testing... and it turns out that it conflicts with awesomemod.  So... bummer

I heard back from lostaccount, yup, it conflicts. I'll have to wait to spawn in the incubator when our esteemed leader adds it to the mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 03, 01:49:24
Also, will the mayor of my town always be known as a sex offender!?
What did you do...and how did you manage to get your job back? :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tasia on 2009 July 03, 05:50:42
I am never going to make weird mpreg features, because, frankly, it is STUPID. However, I will cater to your weird desires to have create spawn from arbitrary sims regardless of incompatibility issues by allowing you to commission artificially incubated simu-drones at the Science Lab. May as well make those rabbit holes do something useful. Of course, there's a few caveats there, too: If, for some odd reason, you decide you want to create your artificially incubated simu-drone from two females, you will not be able to produce any males this way as none of the participants have any Y chromosomes to use to create a male with.

Yes that would be great


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 03, 10:42:55
I was wondering how spawning works with the awesomemod i tried the spawn console code and didnt see anything happen. Does it just spawn the number of sims you typed in into the town? If so are the homeless sims in the town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 July 03, 15:04:54
Sim "foreplay" is weird. It is seems so utterly devoid of any passion whatsoever that you have to wonder if they're preparing to pass out rather than fuck.

The make out interaction is passionless too. They just don't get hot for each other like they did in TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 03, 17:40:24
Anyway, after finding the enablescripterror thanks to some "lovely directions" I applied it to the game as well as the booter program. And I did make sure i read everything very thoroughly this time, believe me i wont make that mistake again! But the game just keeps booting over and over and never makes it past a black screen. I made sure i tried all the suggestions right down to removing all my mods and deleting caches to see if there was a conflict. I had downloaded a version of the town that makes people not generate so its an empty shell town but when i removed it the same thing happens. I can only guess that I have something else that i downloaded that has changed a global setting or something. This mod sounds incredible and i desperately want to try it so I may be facing a uninstall/reinstall? I'm not sure.

the enablescripterror.package actually made me unable to boot with the latest release of AM.  Uninstalling mods is as simple as removing the package files you installed from the Mods directory. You may also need to clear all cache files from the sims 3 folder in my documents (under electronic arts)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 03, 17:55:54
I've been having this problem with the most recent version of AM. My game always starts first try after removing AM, but unfortunately I want to play with AM, and sometimes it takes a dozen tries before it finally makes it in. It really is a completely random bug that can't be reproduced reliably so unless it's related to something in the game engine which EA may eventually patch it may never get fixed. You'll just have to follow the steps offered on the AwesomeMod thread and keep trying over and over (Or just not use AwesomeMod).

It wouldn't really surprise me if the crash bug is related to the pseudorandom number generator and the system clock (ie. if the game gets to a certain point in the loading process when the system clock reaches a certain time or a tick number divisible by a certain number it overflows the seed and crashes)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Writin_Reg on 2009 July 03, 18:00:20
I have a question about the bills in the game and the awesomemod - or perhaps the game patch - but since I updated my game, then updated to the newest version of the awesomemod -  I keep getting the repo person at my Sims house taking stuff. Before the patch and the newest awesomemod I was getting a friendly reminder if I forgot to have the sims check their mail, but since the update no reminder at all. All I get is a pop up that tells me I haven't paid my bills and the repo person is on the way. The first time this happened I noticed my sim could still pay the bills, where previously this was blocked once the repo guy was on their way - but paying the bills still got my sims stuff repoed anyway.

Is this the patch or the updated awesomemod causing this and no warning or chance to pay the bills. Oh and one other thing I notice that repo guy went after the expensive dining room table in my Sims house. When he took the table he also took all 6 chairs as well. Pretty expensive overcharge for a 800 simoleon bill seeing the chairs were 900 Simoleons each and my Sims had just gotten that set.

Just wanted to add: regarding the loading issue - I have found if you are using the disk to play the game if you remove the disk from the drive and reboot your pc before you want to play the game, then insert disk and autoplay the game to start up, it starts the first time and loads without incident. Why this is necessary I have yet to figure out, but unless I start my game in this manner it takes as you stated several tries to get it going. I also noted when it takes several tries to get it going I seem to get a number of glitches I don't get when I start my game as stated.

added: The awesomod, newest version -is the ONLY mod in my game and I do not have the config thing, so it's the A- mod unaltered period. Unless you count Delphy's Monkee installer for us less than brillant people who are just too old to be taught new tricks - and his skin defaults. I just had eye surgery 2 weeks ago, and tried to search this thread - but I still have found nothing about Bills - maybe my eye surgery was less than successful - because I am obviously still blind. Sorry to have bothered you. Thanks anyway. All I get from a search is my own question.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaelei on 2009 July 03, 23:31:06
Hey, so I downloaded this mod last night and I'd really love to see how much more enjoyable it's going to make my game...but I've got a bit of a problem, as well as a quick question I'd like to ask. Hopefully someone here can help me out.

I've been trying to test out the pedophilia option, but every time I have an an adult try any romantic option on a teen, my game crashes the moment the action is about to be carried out. Does anybody else have this problem or have any idea why it's doing this?

And I was also curious as to whether or not there are any same-sex pregnancy mods that don't conflict with AwesomeMod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bababorg on 2009 July 04, 00:31:59
After i reinstalled the awomemod a and downloaded the config file a few days ago i have got some new bugs.

If i hold my cursor over some sims my game hangs and i hve to pause it and wait a few minutes. Even when i play another family and tries to move my cursor over that sim it hangs. So far this has happened with one babysitter and one infant. When i remowed the baby from the family it seemed like it didn't have a name but a lot of numbers.

Also after the reinstall my unactive sims have been gaining terrible job preformances and most of them has gotten fired od demoted seweral times. And when i cange my active family there is usaly someone there who should be at work and everyone has crappy job and school preformances.
By extensive use of gods chosen this is can be made tolerable but i realy liked the storymode with my former default awsomemod.

In addition to awsomemod i have  got:
aikea guineas eyes
hystericalparoxsisms skins
lostaccounts Teen Woohoo + Teen Pregnancy
Ashkittys longer preagnany mod

I love awsomemod the most tough.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 July 04, 00:41:32
Can anyone help me? I seem to not be able to delete custom content when I have the awesomod is in my game. Does anyone know why this is. Because if I remove it I can again and I have tried using the customize feature of the awesomod and then it (the mod itself) doesn't seem to work at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Brick_town on 2009 July 04, 00:45:46
I'm not sure if this is a problem that is associated with awesome mod but for come reason i cannot woo-hoo anymore?

I have a few mods the newest one i have is the Ashkitty pregnancy mod..

I also have used the awesome mod config..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dollarbill on 2009 July 04, 00:46:47

Got a question about the editSims command. I know it's unsupported and one shouldn't change age, traits or weight of a sims, but I tried/tested all that anyway and there seemed no problem. (probably got lucky or simply didn't notice anything)^^
I read about those "null key" lifetime rewards, but didn't really get what those are. So I'm not sure what problems could arise from "misusing" that nice tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 04, 02:31:25
I'm not sure if this is a problem that is associated with awesome mod but for come reason i cannot woo-hoo anymore?

I have a few mods the newest one i have is the Ashkitty pregnancy mod..

I also have used the awesome mod config..

Pregancy mod probably conflicts. Remove all mods except for Awesome Mod and see if the problem persists.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aaroc on 2009 July 04, 02:34:13
editsim is no longer working in my game. It was working the other day, but it isn't now. I don't recall if I've updated since the last time I knew it was working, but I was wondering if anyone has had this command stop working for them.

I am stupid. I should have looked in the buggednesses thread first, which I did after posting here >_>[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 02:43:39
Attention People having trouble with editSim: Do you have testing cheats and debugging commands enabled for AwesomeMod? If not, this probably has something to do with your inability to successfully use editSim.

Attention New People: Many of your questions and concerns have already been addressed in this thread, and in other threads, as well. If you read through the threads in this section, you will find the answers you need.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 July 04, 06:36:04
Chaos could you maybe direct me to where I can find out about the inability to delete custom content possibly? I did try and do a search but I have never been very good at it and I don't have the time or patience to site and read pages of thread. You seem to think what I asked was already talked about so might you know where? Please. Thank you and all of that. :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 07:56:48
Chaos could you maybe direct me to where I can find out about the inability to delete custom content possibly? I did try and do a search but I have never been very good at it and I don't have the time or patience to site and read pages of thread. You seem to think what I asked was already talked about so might you know where? Please. Thank you and all of that. :D

Are you talking about patterns and walls, and stuff like that? I'm not sure if it even has anything to do with AwesomeMod. I do know that these things (patterns, etc) contribute, in some way, to the size of your saved neighborhoods. The bigger the neighborhood, the more things start to go haywire, apparently. I think there's a way to delete them out-of-game, but I'm not sure how. Maybe someone more awesome than I can provide this information. I recall seeing a similar question in another thread, but I don't remember which thread, or if a solution was given. That's why it's a good idea to read all of the threads in both the AwesomeMod section and The Horror!The Horror! section. I know it's tedious to read all those threads, when you're trying to find out about a single issue, but really it's the best way. You learn lots of things!

ETA: It just occurred to me that, if a pattern is in use somewhere in your game, you may have to change whatever is using the pattern to something you don't intend to delete, and THEN delete the pattern.

If you're talking about Store items, you have to use the Launcher to uninstall them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 04, 16:13:41
Who the fuck are you, and why are you telling me what to do? I take pity on them sometimes. It's my prerogative to do so.

Edit: Apparently, the person I was responding to with this has been banned, or something, and this post now makes no sense. Wheeeeeeeee!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 05, 02:31:29
TS3 is my first Sims game, so please be gentle.  :)

I have a question about marking my households Sacred.  My one guy I worked hard to get to Astronaut, and I really want to keep him that way while I play other households.  Will simply marking his household Sacred prevent him from being downranked, or do I need to have other settings enabled/disabled besides the default ones?  FYI the military progression rests upon relationship with superior officer, so that's why he gets downranked normally.


Title: Awesome Mod and EA patch installed, Story progression and Aging won't turn off
Post by: carrieotwoguns on 2009 July 05, 03:59:30
I didn't see this question/topic anywhere in the Awesome Mods question thread and did not know how to post a question under the Awesome Mods questions and hints thread- so sorry of this is in the wrong place but, I could really use someone's expertise on this.  :-\  I downloaded the Awesome Mod, erased the cache files, installed the enablescripterror.package file, and then downloaded the EA patch from where Pescado had posted it. (On the Awesome Mods page under the download and info.) Everything worked great! The game actually loaded this time, instead of crashing to the desktop after installing the patch like it always did before. The only problem is- in the game I shift click on a Sims' house that I want to Make Sacred and for some reason the Story Progression and Aging stay on, no matter how I have the filter settings in the game. ("All", "work and home", "friends' houses"; etc.) The family I want to stay frozen won't. They still age. Is there any way to fix this? Is there some specific order I need to set the filter then make a sims' house sacred? I'm not sure what I'm doing wrong. I clicked on the filter in map mode, chose Enable Story Progression On, Aging On, Shift+ Clicked on a non-active Sims' house and Made Sacred, went back to the Active household and then realized the children were getting older in the house I made Sacred. Sorry if I did put this in the wrong spot, but I did not see this specific topic posted. Any help is really appreciated, Thanks.  

I think I got it now. I went to the Awesome Mod Configuration Tool, enabled TS2 Aging and now the Sims aren't aging in other houses. If there is any other way to get the Make Sacred to work I would be happy to know.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 05, 04:24:23
When it comes to compatibility for AM and other mods, is there an easy way for one to check those mods to see if they will conflict with AM or not?  I often open the .package files with Postal for a quick look through, but what is it I need to look for in those .package files to determine whether or not the mod will conflict with AM?


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: J. M. Pescado on 2009 July 05, 07:18:54
You seem to misunderstand what features do:

First, story progression is not aging. Story Progression is the random "phantom events" that are forcibly imposed on sims instantaneously. Aging is the gradual progression of the aging meter, regardless of the above. If you turn story progression off, your sims still age, and vice versa.


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: Anach on 2009 July 05, 08:23:27
You seem to misunderstand what features do:

First, story progression is not aging. Story Progression is the random "phantom events" that are forcibly imposed on sims instantaneously. Aging is the gradual progression of the aging meter, regardless of the above. If you turn story progression off, your sims still age, and vice versa.

While discussing story progression. AwesomeMod changes/disables a lot of Story Mode events. What other phantom events are remaining that arent handled by AM? I

I know there is a commandline switch to disable Storymode, and I'm wondering what else that may affect, that isnt already covered.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 05, 10:26:48
Howdy Y'all,

Just wanted to say that when I try to download the most recent updated Awesome Mod... I get a zip file w/zero KB's and a message saying the file may be corrupted... and have tried it 3 times in a row... so maybe sumpin's not quite right w/the newest updated file ?   :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Twisk on 2009 July 05, 10:28:54
Howdy Y'all,

Just wanted to say that when I try to download the most recent updated Awesome Mod... I get a zip file w/zero KB's and a message saying the file may be corrupted... and have tried it 3 times in a row... so maybe sumpin's not quite right w/the newest updated file ?   :)

The above is happening to me too :(.


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn off
Post by: carrieotwoguns on 2009 July 05, 12:39:35
I understand that Aging and Story Progression and Aging are 2 different things. I installed the Awesome Mod and the EA Patch that was posted here on More Awesome Than You, and the Aging doesn't turn off in the game at all. It did before the patch and the mod. From what I'd read on the list of things the mod does, the mod gives a Sim's household immunity to Story Progression and other assorted toadings. Do those toadings include Aging? I would really like to have the mod in the game because of what it does and the patch finally did work with the mod installed, but can't seem to find a way to turn off the Aging with both installed. Also, could you please tell me how to identify core script mods? I don't believe I've downloaded any, but I do have a few hacks/mods from ModTheSims 2.

Oh, Okay. I got it now. I was deleting the cache files and didn't have to. I also had the Riverview town installed wrong so that helped. Great mod! Thank You very much for it! Really awesome work!  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 05, 17:40:11
If the file has been truncated to 0 bytes, either it is still uploading, or was pulled in an emergency due to an emergency bug repair.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Andygal on 2009 July 05, 17:49:14
I keep getting a "network time out" message on Firefox whenever I try to download Awesome Mod.

Is anybody else having this problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nythawk on 2009 July 05, 18:06:21
Ok. I've read through this tread AND done a search but haven't found anything really pertaining to this. Is Awesome mod compatible with the new EA patch? It was working flawlessly and I LOVE it, can't really live without it right now. But after installing the new patch my game crashes on the load screen. If I take awesomemod out the game runs. But if I reinstall it, the game crashes. Any help here? I really love this mod!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 05, 19:08:17
See main thread. This is a normal glitch in the EA game engine, it will crash at random, just keep banging on it. Try using 3booter to automate the process.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 05, 23:12:08
Just curious what the status is as far as the No Parthenogensis option and towns keeping a stable population.  I'd heard that having that option enabled basically meant that very few kids end up being born but that it was being worked on so I was wondering what the situation is...


Title: Re: Awesome Mod and EA patch installed, Story progression and Aging won't turn o
Post by: J. M. Pescado on 2009 July 06, 01:44:11
Aging is not a random toading, it's a deterministic and predictable process. If you want to stop your other sims from aging, use TS2Aging. Then it will function like TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 05:59:58
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 06, 09:42:04
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 09:52:34
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.
Old bug, reupdate.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Heinel on 2009 July 06, 09:53:36
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
I only turn it on when the garbage gets out of hand.  Though it'd be cool if there is a hotkey for robotichandofgod so we don't need to type the whole setconfig robotfdkslafjdsl on and just need to say go CTRL R or something to make things go poof and then again to disable the option.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PolecatEZ on 2009 July 06, 10:04:15
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
I only turn it on when the garbage gets out of hand.  Though it'd be cool if there is a hotkey for robotichandofgod so we don't need to type the whole setconfig robotfdkslafjdsl on and just need to say go CTRL R or something to make things go poof and then again to disable the option.

MTS2 has a macro hotkey maker for console commands, I think it stores up to 10 that can be hotkeyed to your F1-10 buttons.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 10:29:58
Hmm... was playing w/Robotic Hand of God on for the first time today and it seems to have developed a bit of kleptomania... as when my sims go to make some drinks at their bar... the serving tray lasts long enough for the 4 drinks to be poured... and my sim can start to take a drink and then POOF... the whole thing disappears... not so great for those who are "Legendary Hosts"...   ;)   :)
That's still going on? I will retest.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 10:38:05
Just started a new neighborhood and the supreme commander action icon (that you can select the macro from) doesn't show up. Map view says they're on power idle, but selecting the sim shows a blinking queue.
Old bug, reupdate.

7/5/2009 5:03 am is the current one right? That's what I'm having problems with.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:23:37
I'm having the same problems with SC. It's been working great until the last 2 builds. I started a new neighborhood today, and SC is completely borked.
When I click to enable Supreme Commander, I get no SC icon, and I get a flood of Bathroom Uses You queued actions that reaches clear across the screen. The odd thing, is this is after only enabling SC on 1 out of 2 sims in the house.

This sim has SC enabled.
(http://img209.imageshack.us/img209/3603/96712758.jpg)

This sim does not have SC enabled.
(http://img529.imageshack.us/img529/2523/45720270.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:40:27
I think that's just graphical corruption caused by some changes to the system. It will go away and things should return to normal after that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:47:00
It doesn't go away, sir. I can't even click the icons to cancel them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:47:46
Queue something else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 11:52:29
Tried that. Clicked on "wake up"... and the flood of BUY commands disappeared, but the corrupted "sleep" icon is still there, and new commands overlap it, and still no working SC.

My fault for using this awesome-but-experimental feature in the first place?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 11:56:11
Try resetsim?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 12:12:25
I don't want to leave you hanging, but I have to go to work. I'll experiment more this evening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 06, 14:11:54
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.

I'm still getting sims go to idle if I order them to collect seeds or collect everything, but they are fine with collect bugs or collect rocks. Works OK if I get them off the lot first. They go to the corner of the house and hang out. If I order work out while they are on the lot - either cardio or strength - they run back and forth from the tv to the outside. Again, works fine if I get them off the lot first.

This first part should go in the bugginess thread, no? Just realized as I'm looking at the thread title, but following on the earlier comments.

Requests for Supreme Commander:

- task - garden is only available after skill is at 10, but I sometimes want the sim to garden to skill up and not to read. Can task - garden be added even if the skill is not complete?

- it's a ton of fine-tuning but would it be possible to separate down the collection so they just collect one type of seed/one type of rock etc? I'm sick of collecting rare seeds and space rocks when I want special seeds and gems. Not really a big deal, just a Christmas wish.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 15:11:30
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.

I'm still getting sims go to idle if I order them to collect seeds or collect everything, but they are fine with collect bugs or collect rocks. Works OK if I get them off the lot first. They go to the corner of the house and hang out. If I order work out while they are on the lot - either cardio or strength - they run back and forth from the tv to the outside. Again, works fine if I get them off the lot first.
There are a few known issues with the collection of Seeds in the present version that will be resolved in the next. Fat Gwilly People already reported that.

- task - garden is only available after skill is at 10, but I sometimes want the sim to garden to skill up and not to read. Can task - garden be added even if the skill is not complete?
Skil: Garden preferentially chooses to perform actual gardening as its first priority task, so it is superfluous to have two. In fact, internally, they're actually just two heads of the same dragon, so they can't really be "seperated" because they are, in fact, the same beast.

- it's a ton of fine-tuning but would it be possible to separate down the collection so they just collect one type of seed/one type of rock etc? I'm sick of collecting rare seeds and space rocks when I want special seeds and gems. Not really a big deal, just a Christmas wish.
Supreme Commander is intentionally coded not to grant psychic powers of perception, so it can only really discern what you can discern. "Rares" can include valuable things like Flame Fruits and Life Fruits, so Supreme Commander will collect them if they appear to be of high value or unknown.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Argon on 2009 July 06, 17:52:36
I had the long queue of repeats, all sleeping orders. They all were the same, the status bar filled on all of the icons at the same time. It went away after the sim woke up. This was on a sim that did not have SupCom enabled. I had to go to work, will check again when I get home to see if it still happening.
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.

I'm having the same problem with my fresh install, never been run with the my documents folder deleted, so it can't be from an old version of the mod. The long queue shows up when a sim running SC but doesn't have a working action icon ends an interaction or when you switch from that sim to one not running SC.

Edit: Ah resetsim [first and last] got the icon to show up finally


Title: Refrigerator Portal - how does it work?
Post by: Nancy on 2009 July 06, 18:26:18
I installed the awesomemod - only game cheat I am using.

Now I felt confident and had my young adult sim move out of her parents  house on her own.

Maybe because she used to live there - but she has an option on her parents house says to "Open Refrigerator Portal".

Sounds great!   But I click to open the refrigerator portal - and it LOOKS LIKE I was in the house and did an open on the refrigerator.   However, I can't seem to drag anything between the refrigerator and her inventory - it doesn't work at all - nothing takes to dragging at all.

I've done this dragging a million times in a regular  household - sims lives there - do an open on the refrigerator, drag things around (like get more bait for the guy who is way out there fishing....).

Is this a bug on the option?

Nancy


Title: Re: Refrigerator Portal - how does it work?
Post by: Roflganger on 2009 July 06, 18:39:19
You may want to ask this in the AwesomeMod section - as far as I am aware, this is not a normal feature of the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 06, 18:42:28
This is probably just graphical corruption from the "serialization" process that can result when you change mods or update mods. If it goes away, the problem is harmless, but depending on what you yank out, it can explode your game unless you revert and "park". It is unlikely that AwesomeMod upgrades will do this since it doesn't blow up my game, which constantly version-changes, but you never know. It's a risk you take when playing with mods.



Aha, but I have not removed (or added) anything new. I run Awesomemod, HP's default skins, dontpickupfirepits and cyberops steal xml, and the only thing that's changed is every new build of Awesomemod.

I have a theory that I can't check until later. This is a new neighborhood, not a new install. I turned on tracking and sacred for the house in my above screens, and then I went into the house and attempted to turn on SC for one of the people. Does one have anything to do with the other? Folks have mentioned a link between SC and Tracking before, or am I thinking completely sideways?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 06, 18:45:15
Aha, but I have not removed (or added) anything new. I run Awesomemod, HP's default skins, dontpickupfirepits and cyberops steal xml, and the only thing that's changed is every new build of Awesomemod.
Yes, sometimes changes in AwesomeMod can result in minor things like that, which usually clear up when you resetsim or just queue something else.

I have a theory that I can't check until later. This is a new neighborhood, not a new install. I turned on tracking and sacred for the house in my above screens, and then I went into the house and attempted to turn on SC for one of the people. Does one have anything to do with the other? Folks have mentioned a link between SC and Tracking before, or am I thinking completely sideways?
Unlikely. The two are unrelated and don't really crosstalk. One thing you can try is typing "uninstall" into the console, which should reset absolutely everything and wipe all your settings.


Title: Question
Post by: lezboo on 2009 July 06, 19:03:57


I downloaded the EA patch patch , but i still don't think it work correctly.  Can I still Download
MATY fix?


Title: Re: Question
Post by: Rockermonkey on 2009 July 06, 19:11:07
Yes you can still download it...


Title: Re: Question
Post by: Mire Krisma on 2009 July 06, 19:11:32
To the best of my knowledge, the EA patch doesn't conflict with AwesomeMod. However a corrupted patch can possibly FUBAR your game with or without AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 July 06, 19:22:58
I was thinking of giving this another go to see if it has stopped crashing my game yet.  But as I can't face reading back through 27 pages, can anyone tell me if it yet addresses the fact that neighbors won't pair up, get married, or move in together while not in play?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 06, 19:32:48
I was thinking of giving this another go to see if it has stopped crashing my game yet.  But as I can't face reading back through 27 pages, can anyone tell me if it yet addresses the fact that neighbors won't pair up, get married, or move in together while not in play?

Nothing's changed on that front as far as I can tell, Inge.  I've resorted to having large families and marrying them off, then switching households in the middle of the night to get them pregnant.  Half the town is now related in one way or another, but they don't recognize it beyond true first cousins.  I did marry one guy to his first cousin once removed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NoOrdinaryRabbit on 2009 July 06, 19:52:38
Harder jobs - awesome for some of my neighborhoods but not wanted in all of them.

Is there a way to disable this feature, through xmls or the aweconfig.package?


Title: Re: Question
Post by: Sigmund on 2009 July 06, 20:28:42
To the best of my knowledge, the EA patch doesn't conflict with AwesomeMod. However a corrupted patch can possibly FUBAR your game with or without AwesomeMod.

I was under the impression that the current AwesomeMod build requires the patch. Or am I wrong?


Title: Re: Question
Post by: alaira on 2009 July 06, 20:48:05
I ran awesomemod without a patched game until yesterday.  I didn't notice any problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 00:01:59
Okay, been using AwesomeMod and it runs wonderfully but I have a minor issue and I've been trying to see if it's already been answered so forgive me if it is.  Every time I switch back to my family (which is Sacred) after playing another for awhile, I find that one of the parents has lost their job, one hasn't been going to theirs at all and the kids are failing in school.  Also, I notice that they are aging (which I might've wrongly assumed that Sacred also meant they didn't age either).  I was wondering if I needed to disable Story Progression from EA's options or would that also disable AwesomeMod's Story Progressions?  And.. is there a way to disable aging for Sacred Sims?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 07, 00:26:07
Okay, been using AwesomeMod and it runs wonderfully but I have a minor issue and I've been trying to see if it's already been answered so forgive me if it is.  Every time I switch back to my family (which is Sacred) after playing another for awhile, I find that one of the parents has lost their job, one hasn't been going to theirs at all and the kids are failing in school.  Also, I notice that they are aging (which I might've wrongly assumed that Sacred also meant they didn't age either).  I was wondering if I needed to disable Story Progression from EA's options or would that also disable AwesomeMod's Story Progressions?  And.. is there a way to disable aging for Sacred Sims?

So far I haven't switched households much so haven't experienced this personally, but quite a few people have been reporting this problem. I don't think it's related to "story aggression" (my favorite name for it!). If I had to take a wild-assed guess, I would think that the Game-Play Features - Jobs functions could be culprits. Those are the options that allow inactive skill gain, valid bosses, etc. I could certainly be wrong about that, though. In any case I have not seen any solutions posted as of yet.

As for turning off aging, there is currently no such function available but in the AM Requests thread JMP posted that it could be possible in the future. Check out the most recent posts in the AwsomeMod Requests thread for additional discussion on aging.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 July 07, 03:14:22
TestingCheats no longer enabled with the Awesome Mod?  It worked fine until the last 2 builds for me.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: awrevell on 2009 July 07, 03:28:36
There is now a AWESOMEMOD config setting that controls whether that is on.  It is disabled by default but you can change it with the AwesomeMod Configuration Tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 July 07, 03:37:51
Thank you! I shall go look for that.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: getinmybelly on 2009 July 07, 08:46:41
The Google gods have failed me, so I will ask here:

Since I installed AwesomeMod, Sims in my inactive houses will refuse to go to work and school.  And when I switch over to those households, they still pretend that they don't need or want to go.  AwesomeMod has in every other way been fantastic, so I loathe the idea of not using it.

Any ideas, guys?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 07, 09:24:25
That seems to be mostly normal behavior, actually. The game is rather lax about simulating the activities of "inactive" households.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 07, 11:01:56
Hello there, I'm the new shy guy here ;p

First of all: It was a really good idea to make a mod which is so adaptable to the wishes of every single user.

BUT the thing is, that it's not working for every user :p

I put the resource.cfg into the sims3 dir.
Put the config.php and awesome.package into the sims3/mods/packages dir.
The game (1.2.7) freezes right in the beginning of the loading screen - there's no green bar growing and even the loading screen music woun't play.
I deleted the cache-files in the documents/sims3 dir and tried and tried and tried...
After installing the enablescripterror.package into my sims3/mods/packages dir the game even doesn't show the loading screen. It crashes right in the beginning.

There are so many options and I made my Sims like I wanted it, but then the whole thing wouldn't work even though I don't use any other mods.
I was so dissapointed :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 07, 11:16:45
Put the config.php and awesome.package into the sims3/mods/packages dir.

I think you might have your browser incorrectly configured: you shouldn't have downloaded a config.php file, but an aweconf.package. Althought I suspect the content is the same, the name is different, and that could explain why it's not recognized by the game and maybe why it crashes.
Try renaming the config.php in aweconf.package, and/or redownload.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bababorg on 2009 July 07, 12:48:35
Hello there, I'm the new shy guy here ;p

First of all: It was a really good idea to make a mod which is so adaptable to the wishes of every single user.

BUT the thing is, that it's not working for every user :p

I put the resource.cfg into the sims3 dir.
Put the config.php and awesome.package into the sims3/mods/packages dir.
The game (1.2.7) freezes right in the beginning of the loading screen - there's no green bar growing and even the loading screen music woun't play.
I deleted the cache-files in the documents/sims3 dir and tried and tried and tried...
After installing the enablescripterror.package into my sims3/mods/packages dir the game even doesn't show the loading screen. It crashes right in the beginning.

There are so many options and I made my Sims like I wanted it, but then the whole thing wouldn't work even though I don't use any other mods.
I was so dissapointed :(

I had this exactly this problem and it seemed that I had written over my the resource.cfc file in the main download directory. All I had to do to was to reintall the monkey installer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 07, 14:13:19
Has anyone else noticed a problem with the criminal career rabbit hole as of the latest revision of AwesomeMod? I don't know if it happens to sims who already have the career and have been going to work before AwesomeMod, but 2 of my sims who have taken the criminal career can't actually go to work because the door to the building doesn't open, or at least when they get to the door they don't phase into it like they do with any other career rabbit hole and they just get the bubble over their head meaning they can't go there.

EDIT: This may only be broken in the Riverview neighborhood. I need to test the other.

EDIT2: The other neighborhood's rabbit hole seems fine and a new neighborhood of either works just fine. The problem is definitely connected to the latest revision of AwesomeMod but it looks like it'll just be easier to start over with my neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 07, 14:19:32
That seems to be mostly normal behavior, actually. The game is rather lax about simulating the activities of "inactive" households.

So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cefwyn on 2009 July 07, 14:33:22
So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.

I was under the impression that Sacred prevents those sims from switching jobs randomly, or getting married to random sims, or having children without your direction. It also appears to make their motives a little more static as rather then nuking their motives like the game does to everyone else my sacred sims tend to be pretty much the same as when I switched away from them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 07, 16:00:59
So setting as Sacred has nothing to do with job security?  What exactly does it affect, then?  "Random toadyings" is a bit unclear to me.

I was under the impression that Sacred prevents those sims from switching jobs randomly, or getting married to random sims, or having children without your direction. It also appears to make their motives a little more static as rather then nuking their motives like the game does to everyone else my sacred sims tend to be pretty much the same as when I switched away from them.

Thank you very much for the clarification!  I will now take the Sacred tag off a few of mine because I'd like them to randomly marry and breed just to see what weird combinations they come up with.

So there is no option for job security?  A pity...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ruann on 2009 July 07, 18:36:10
Has anyone else noticed a problem with the criminal career rabbit hole as of the latest revision of AwesomeMod? I don't know if it happens to sims who already have the career and have been going to work before AwesomeMod, but 2 of my sims who have taken the criminal career can't actually go to work because the door to the building doesn't open, or at least when they get to the door they don't phase into it like they do with any other career rabbit hole and they just get the bubble over their head meaning they can't go there.

EDIT: This may only be broken in the Riverview neighborhood. I need to test the other.

EDIT2: The other neighborhood's rabbit hole seems fine and a new neighborhood of either works just fine. The problem is definitely connected to the latest revision of AwesomeMod but it looks like it'll just be easier to start over with my neighborhood.

That's not Awesomemod.  That's EA borking the thing when an opportunity triggers on it.  The entrance borks and stops working.  Just edit the lot and replace the building (use moveobjects on if you need to) and it will work fine after that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 07, 21:27:08
Put the config.php and awesome.package into the sims3/mods/packages dir.

I think you might have your browser incorrectly configured: you shouldn't have downloaded a config.php file, but an aweconf.package. Althought I suspect the content is the same, the name is different, and that could explain why it's not recognized by the game and maybe why it crashes.
Try renaming the config.php in aweconf.package, and/or redownload.

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zachcole on 2009 July 07, 22:12:10
So i just installed awesomemod into my game and I have a question about one of the features.  I though that now if I switched between households I wouldn't lose wants or opportunities but that doesn't seem to be the case.  Is this feature supposed to be turned on or something?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simsample on 2009 July 07, 22:20:39

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(
Jordi's comment will help- you must have missed it!
Olop: You should not download config.php, it is the page where you can generate the config file to be downloaded. Just click the link, configure, and then put the generated aweconf.package in the same folder you put awesome.package in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 07, 22:34:41
Quote
Sims in my inactive houses will refuse to go to work and school.

I thought about that.  No solution possible, except to maybe teleport them to work/school from home.  You wouldn't want every kid in the village swarming the school entrance at the same time?  And just think of all the buses spawned going to and from school.  Same thing with adults with jobs. 

Keep in mind that after future expansions, the number of sims in the town are likely to increase, only making the problem worse.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 22:40:52
Quote
Sims in my inactive houses will refuse to go to work and school.

I thought about that.  No solution possible, except to maybe teleport them to work/school from home.  You wouldn't want every kid in the village swarming the school entrance at the same time?  And just think of all the buses spawned going to and from school.  Same thing with adults with jobs. 

Keep in mind that after future expansions, the number of sims in the town are likely to increase, only making the problem worse.

Still needs to be a way to make it so that the sims go to work and school.  Me and my girlfriend both play this game and I really don't like to come back to my family after she's played hers for a week in game to find my Sims failing in school and getting fired from work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 07, 22:47:37
I said it.  Teleportation.

I don't think going to school/work is adequate, though.  They never do their homework.  All my townie kids are getting Fs in school, but they still graduate, as long as you don't play them as your main family.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 07, 22:52:59
I don't think going to school/work is adequate, though.  They never do their homework.  All my townie kids are getting Fs in school, but they still graduate, as long as you don't play them as your main family.
One of the tricks you can use to stop your sims from being fired is to set them on Supreme Commander. In the next version, Supreme Commander also handles homework. Incidentally, what grades they get doesn't matter when you're not playing them, if they age up while not being played, they'll just get random traits anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 07, 22:58:56
Is Supreme Commander more stable now then?  I don't want to enable it and then have it crash my system or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 07, 23:22:15
Thank you very much for the clarification!  I will now take the Sacred tag off a few of mine because I'd like them to randomly marry and breed just to see what weird combinations they come up with.

So there is no option for job security?  A pity...
[/quote]

Random toadyings refer to the ridiculous things that story agression - er, progression - can do to your Sims. Mr. Pescado described the various possible actions in this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,15408.0.html

Making your sims sacred is supposed to stop all these actions, but for whatever reason it is not protecting everyone's sacred sims from all the random toadyings that can happen, especially in regards to jobs and school. Since the game was designed to be one family's very large neighborhood lot, and all sims that aren't in your active family are not only treated just like all other townies, they aren't even rendered (they are essentially put in a form of suspended animation until looked at again; I sometimes call them doughboys since a lot of things in the game looks like white bread dough when you aren't looking at it), I think that what JMP has accomplished with AwesomeMod so far is pretty amazing, even if it's still a work in progress! (And I am not trying to suck up by saying that, it's flat out true! :D)

All that said, the odds that anyone who IS subjected to story agression - which are all sims not in your active family and that are not tagged as sacred - would actually marry and have children appears to be extremely small, also according to a previous JMP post. So if I were you, I would not take off the sacred status unless you really don't care what happens to them anymore, but that's just my opinion.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 July 07, 23:33:46
Question about the Supreme Commander.

The fact it's a no-return point, is valid for the game (neighborhood) actually played or for any other existing saved games, providing they aren't loaded while the SupCom is active? Do TS3 (and the linked SupCom) "touch" all the saved games when runs, like TS2 did with all the neighborhoods, or leaves them alone until loaded?

I'll make a backup anyway, but some more infos beforehand would be useful (so I can pretend to understand and looking smart).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: anillee on 2009 July 08, 00:26:25
Question for Pescado..

I was reading a thread about a Story Progression mod called Indie Stone, and in the thread, it was suggested that it might be possible to create a version of said mod that would be Awesomemod friendly.  I'm wondering if you might consider at some point incorporating more Story Mode aspects into Awesomemod or is that just never going to happen?  (The creator of that mod gave a reason as to why they wouldn't do it themselves but I forget what exactly it was)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 08, 00:45:03
Marriage, babies: Here's what ought to happen, pseudo-code style, in story progression:

ChanceOfUpgrade := 0.20;
MaxBabiesForTownies := 2;
simX := first(listOfAllSims);
while simX <> null do begin
   if age(simX) <> TYAE then continue;
   if random() > ChanceOfUpgrade then continue;

   /* Find some sim to mate with */
   simY := highestNonFamilyRelationshipSameAge(simX);
   if simY == null then simY := nonFamilySimSameAge(simX);
   if simY == null then exit;  /* no sims to mate with */
   /* Now we have a Sim we are going to increase romantic relationship with. */
   do case relationshipLevel(simX,simY):
      Acquaintances:
         setRelationship(simX,simY,BestFriends);
      BestFriends:
         setRelationship(simX,simY,RomanticInterest);
      RomanticInterest:
          if not isCommittedAlready(SimY) then
             setRelationship(simX,simY,GoingSteady);
      GoingSteady:
         if age(simX)<>TEEN then setRelationship(simX,simY,Engaged);
      Engaged:
         setRelationship(simX,simY,Married);
      Married:
         if not isPregnant(simX)
            and not isPregnant(simY)
            and children(simX)<2 then begin;
               if isMale(simX) then makePregnant(simY,simX);
               else makePregnant(simX,simY);
            endif;
         end;
   endcase;
endwhile;

Using this method, CAS-made townies would have their first child in about 12 sim-days.  Townies that grew up as teens in the game would have steadies usually around their sixth day as teens, and would have their first baby around their sixth day as adults.  There is a lot of room here for easily made tweaks relating to individual traits or same-sex pregnancy or creepy pedo mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 00:49:32
I was reading a thread about a Story Progression mod called Indie Stone, and in the thread, it was suggested that it might be possible to create a version of said mod that would be Awesomemod friendly.  I'm wondering if you might consider at some point incorporating more Story Mode aspects into Awesomemod or is that just never going to happen?  (The creator of that mod gave a reason as to why they wouldn't do it themselves but I forget what exactly it was)
Story Mode aspects are on the to-do list, although we have slightly different priorities here. My only interest in "Story Progression" is to, eventually, tune it so the population will sustain itself and generally create the appearance of live-itude, whereas ISM seems to want to "fake" an entire neighborhood's worth of interaction that you will never get to see or participate in, something I consider to be mildly abhorrent, as it violates the principle of "Show, Don't Tell". As such, while making it so the neighborhood doesn't die out entirely is definitely on the to-do list, it is unlikely that anything will ever approach the level of "Story Progression" that ISM will create.

As for intercompatibility, I will discuss the matter with the creator.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 July 08, 02:45:03
I'm just curious about any additional details about these "top position showdowns/battles" and other boss/work related stuff that was mentioned in the latest build. There's no mention of toggles or if it's defaultly enabled or what. Hopefully I didn't overlook anything anywhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 02:52:50
I'm just curious about any additional details about these "top position showdowns/battles" and other boss/work related stuff that was mentioned in the latest build. There's no mention of toggles or if it's defaultly enabled or what. Hopefully I didn't overlook anything anywhere.
It's an integral feature like No20K. You don't get to disable it because the alternative is just too fucking stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Link on 2009 July 08, 04:29:26
Sounds good. I like the concept for sure.

Let me just make sense of this here:

Whoever makes the most money AKA has the most raises, gets to be the top dog. If you're up for a promotion but don't make as much as the current top dog, you just get a raise instead. Whenever your income/pay beats out the top dog, you become the new top dog in your field?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 07:05:34
If a sim loses out when up for the top promotion in their field and receives a raise instead, do they then get another chance to become top dog later, and if so how long?
Any time you fill your performance meter, you get a shot. Your sim will succeed in displacing the incumbent when the quantity of "raises" earned exceeds that of the existing incumbent. Therefore, each raise earned improves your ability to displace an incumbent and resist being displaced as an incumbent. Note that NPCs can also advance and displace YOU! As a rule, random NPC sims are not particularly resistant to displacement and once you have earned at least one raise from anywhere, you should be able to displace them with ease, but if you are vying against your own sims who have better qualifications and work ethic, you may be in for a tough haul. That's life.

Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.
Well, not everyone can be an astronaut. :P

Whoever makes the most money AKA has the most raises, gets to be the top dog. If you're up for a promotion but don't make as much as the current top dog, you just get a raise instead. Whenever your income/pay beats out the top dog, you become the new top dog in your field?
Correct. If your sim receives a raise, say, for X, he is now at +X. He can therefore displace an incumbent who has less than +X, but cannot displace someone who has X or greater. If you try to advance against an incumbent that has a better bonus than you, you will instead simply receive a better bonus, to try again with next round. How fast you can accumulate these boosts determines how quickly you can advance if you want to compete against an existing competitor.

People you step on in such a manner may not react well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 July 08, 07:33:12
Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.

Or just have them read Browning and be philosophical about it:
"What I aspired to be,
And was not, comforts me."
 :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 July 08, 08:41:18
If a sim loses out when up for the top promotion in their field and receives a raise instead, do they then get another chance to become top dog later, and if so how long?
Any time you fill your performance meter, you get a shot. Your sim will succeed in displacing the incumbent when the quantity of "raises" earned exceeds that of the existing incumbent. Therefore, each raise earned improves your ability to displace an incumbent and resist being displaced as an incumbent. Note that NPCs can also advance and displace YOU! As a rule, random NPC sims are not particularly resistant to displacement and once you have earned at least one raise from anywhere, you should be able to displace them with ease, but if you are vying against your own sims who have better qualifications and work ethic, you may be in for a tough haul. That's life.
Ok, that makes perfect sense. 

Otherwise it'll cause big problems for sims with the lifetime want to be top in a field.  I don't really want to have to go make another sim retire to get my sim their lifetime want.
Well, not everyone can be an astronaut. :P
No, but there can be and are multiple astronauts and those who manage to qualify for the position do not become the one and only astronaut.  However, I can understand that there really should only be one Emperor of all Evil or whatever. 

I wanted to mention that I attempted to delete my post after realizing that I'd somehow missed Link's post and basically repeated it, but I couldn't get the page to load.  Then, after I returned to it now, Pescado has commented on it but my post is gone. 

Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 08, 08:53:40
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 09:31:03
It has to do with the fact that it is a very long and cluttered Intertube to Malaysia. Feel free to contribute more money for a mirror server elsewhere, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 08, 10:00:05
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 08, 10:08:07
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 July 08, 10:08:37
I really like the Harder Jobs / MOAR fight feature! A simple yet very brilliant idea.

Btw I've got a few questions out of curiosity:

1. how many quota does each job level have?
is it like generally: level 10 - only 1 sim; level 9 - 2 to 3 sims... and so on.
or Pescado actually did tailor-adjust the quotas for different professions?

2. if my sim has outranked the boss, and there isn't a higher rank sim at the moment, will a boss be assigned out of nowhere? or my sim will remain "boss-less" until another sim reaches a higher job level?

and if my sim will remain "boss-less", what if his job has "Boss" as one of the requirements?

3. if my sim has reached the highest job level, does it mean he will never have a boss, until he's demoted?

again this Harder Jobs thing is very brilliant and "lively". thanks Pescado.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 10:33:43
It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.
Yes, but most other sites are not in MALAYSIA. The quality of Malaysian Internets is not particularly high.

1. how many quota does each job level have?
is it like generally: level 10 - only 1 sim; level 9 - 2 to 3 sims... and so on.
or Pescado actually did tailor-adjust the quotas for different professions?
It varies widely. Some quota limits are set logically, for instance, jobs with the Highlander Rule imposed on them, like "Governor" or "President". Others are per-workplace, for instance, the company can only have one CEO, but multiple CEOs are permissible if you plop multiple companies. Others are just chosen somewhat more arbitrarily, to a somewhat higher, but still limited, number, just to reduce too-many-chiefs syndrome.

2. if my sim has outranked the boss, and there isn't a higher rank sim at the moment, will a boss be assigned out of nowhere? or my sim will remain "boss-less" until another sim reaches a higher job level?
If you require a boss, one will be chosen for you, and if there is simply NO one, one will be generated for you.

3. if my sim has reached the highest job level, does it mean he will never have a boss, until he's demoted?
There is only one level 10 career that still has relboss as a metric, and I'm pretty sure it was caused by a copypasta error, so it will be removed in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simluvr on 2009 July 08, 14:11:48
I have never had a problem with anything other than the AwesomeMod itself. I have yet to be able to download it, it still times out.  Everything else I download, zips through quickly.   :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cedia on 2009 July 08, 14:39:58
All that said, the odds that anyone who IS subjected to story agression - which are all sims not in your active family and that are not tagged as sacred - would actually marry and have children appears to be extremely small, also according to a previous JMP post. So if I were you, I would not take off the sacred status unless you really don't care what happens to them anymore, but that's just my opinion.




Yes, but with the default story mode features enabled with awesomemod, a lot of those things should not happen, right?  I've found that if I turn Sacred off, they actually go to work now!  This is the one thing that is non-negotiable for me.  I don't want them all standing around losing their careers because I'm not babysitting them.

Maybe if I explain what I'd like to do you can help me some more.  Basically I want to put in a bunch of sims that I made (Tony Stark & his beach house for one  ;D), get each one an entry job (or buy out/rename Doo Whatsit in the case of Tony), and then just play one household while letting the others just do their thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 08, 14:41:18
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.

I live on an Island. All the tubes are inconsistent, but equally so :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Quill on 2009 July 08, 17:16:43
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Welcome to the internets

It's not quite as inconsistent with most other sites, at least not for me. The tubes to MATY give me more trouble than my other regular sites. But I'll live with it.

I live on an Island. All the tubes are inconsistent, but equally so :P

Right, because it's your tubes that aren't as perfect as they could be (satellite?), but for those of us who are spoiled with pretty good tubes, MATY is still hard to reach because to get to it we have to use Malaysia's pretty bad tubes.  This makes sense, even if I still curse at the site regularly.  I figured it might be something like that that had been causing the problems, but I was still getting pretty frustrated. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 08, 18:06:02
 ???

Sorry for being lazy and not reading all these posts to find my question..  ::)

But with the nonuditycensor disabled does inge's no censor mod still work or should I replace his file with the default and then enable AM's censor tool?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:16:01
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2009 July 08, 19:16:44
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 08, 19:26:20
Yes, but with the default story mode features enabled with awesomemod, a lot of those things should not happen, right?  I've found that if I turn Sacred off, they actually go to work now!  This is the one thing that is non-negotiable for me.  I don't want them all standing around losing their careers because I'm not babysitting them.
Sacred On/Off shouldn't affect whether or not they go to work. My sims go to work just fine. I think it has to do with the simulation scope and various other sundry details. You could try radar-tracking them and finding out where they are when they SHOULD be at work, and going to see WTF they're doing to not be at work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:30:26
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2009 July 08, 19:34:21
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?

Yes. "Sims 2-style Aging: Only currently played household ages."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Reilune on 2009 July 08, 19:38:32
What is TS2Aging?  Is that the option that allows only your household to age when aging is on?

Yes.

So, once enabled, the neighborhood should not age?

Yes. "Sims 2-style Aging: Only currently played household ages."

Okay sweet, thanks you guys!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 08, 21:19:14
I've been having the same problem that a few people have mentioned with my non played sims failing to go to work/school.  Sometimes they do, but it's pretty inconsistent.  I have them all on my radar tracking and I noticed that they tend to 'go to the park' at the most bizarre times of day - like 4:30am - with their entire family, kids included.  They stand around in the park until they are tired and then go home to sleep, seemingly unaware of the time of day.   ::)

When they are well rested and in a good mood they have no trouble getting to work/school (unless they run into route fail issues trying to get out the door or into the school/workplace itself, but thats a whole other kettle of fish.)  I have started just ctrl-clicking each house at around 5am, making sure they are all at home and just maxing their motives.  They tend to get on with their days.  Its pretty lame though having to cheat just to get things functioning in a playable way.  I really want my chosen family's children to befriend each other at school/work, and I don't want them to be getting failing grades or getting fired.  I mean, I wan't them to fail if they deserve it due to traits and life's many complications but at the moment they aren't really getting a fair rap.  They just all fail, even the genious workaholics.  Thats clearly not right.  It's one thing if they didn't get any sleep last night because they were up fighting with each other, but if they didn't get any sleep because they were just standing around tapping their feet while standing right outside their front doors... well that's just silly.  :-\  Originally I thought that sims did go to sleep with their schedules in mind, but maybe they were just deciding to go to sleep when they weren't tired in an attempt to confuse and frustrate me. 

Is there some way to tell uncontrolled families to go to sleep in time for them to get up for work or school without having to switch families and use the 'go to bed' command for each household member?  A similar command that effects the whole household would make things quicker at least, since it is fantastically great how quick it is to switch households now.   :D
If I put on supreme commander and tell my sims to power idle or some such thing will that make them more aware of when they need to sleep or will they stand around until they get a negmoodlet before attending to their sleepiness?  (I think I'm going to try it if nothing else to stop them from going to the park all the time.)  I also worry that their relationships will decay if I tell them to power idle since they won't socialize with each other unless I am controlling them... is there even relationship decay for uncontrolled sims? 

Anyway if anyone has come up with a better way of dealing with lazy uncontrolled simidiots I would be much obliged.

On a side note... it occurrs to me that I spend more time scowering this lovely site looking for fixes and advice than I spend actually playing this abomination.  I keep thinking 'Oh if just this one little thing was fixed then it would be playable...'  But there always seems to be something else that drives me nuts.  Thanks to the management for the many 'little (and big) things' that have been fixed so far.  Fingers crossed that this one will join those ranks, fast fading from my memory.   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 08, 21:56:00
This wouldn't fix the problem of sims skipping work/school... but maybe Pesc could make it so non-active sims who are skipping work/school wouldn't receive a work performance penalty for not showing up... instead it'd be locked until they showed up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 08, 22:09:50
Hmm not ideal, but at least they wouldn't all be flunking.  I can just disallow NPC Work Performance Gain for chosen to keep them from being fired but doesn't fix the issue of me having to 'make-believe' that anything is going on outside my controlled family.  ex. If I'm controlling a girl with a journalism career, and her best friend is a co-worker, it's a little annoying when that best friend is just wandering around town pointlessly when she's supposed to be working along side my girl.   :P  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 08, 23:03:58
Hmm not ideal, but at least they wouldn't all be flunking.  I can just disallow NPC Work Performance Gain for chosen to keep them from being fired but doesn't fix the issue of me having to 'make-believe' that anything is going on outside my controlled family.  ex. If I'm controlling a girl with a journalism career, and her best friend is a co-worker, it's a little annoying when that best friend is just wandering around town pointlessly when she's supposed to be working along side my girl.   :P  


No, that answer is not ideal, but it may be the best solution we can get for now, considering what we're working with here. What you are describing is the game that a lot of us wanted, but it's not the game that EA made. It may be that we'll just have to wait until we have even more powerful PC's before we'll completely get what we want. In the meantime I'm sure that Pescado will fix whatever he/they can.

I know that many people started to report that their sims were getting demoted and kids flunking school about the time that the NPC work performance gain was added to AwsomeMod. I could have sworn that Pescado said he fixed the problem but it seems to me that there are still lots of people reporting this as an issue. Do you use Supreme Commander? Maybe it's some combination of things that are causing it. I might try to experiment on some test sims to see if it's being caused by certain features. I don't use SC as of yet so I can see what happens with certain features enabled/disabled without it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 09, 00:16:22
It seems odd to me that the game would make it so diffucult to just get those little buggers to go to work.  They do nothing else all day!  What's their excuse?   ;D 
Quote
What you are describing is the game that a lot of us wanted, but it's not the game that EA made. It may be that we'll just have to wait until we have even more powerful PC's before we'll completely get what we want. In the meantime I'm sure that Pescado will fix whatever he/they can.
I think the game a lot of us wanted requires more than just the simple action of the non playabled going to work/school, or at least the one I wanted did!  I only get bothered about stuff that seems so blatantly borked... but your probably right, EA likely didn't put enough thought into this feature either.  Still, if we all just accepted that there wouldn't have been Awsomemod!!  At any rate, to answer your question yes I use supreme commander, but only in terms of switching houses and tracking sims on radar, I haven't played around with the powertasking function.  I don't have time since I'm workin' atm (okay clearly not working but hehe, supposed to be...) but I do want to try using those options for my noncontrolled sims to see if it forces them to be responsible when not controlled.  That would be schweet. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 01:13:16
On this build having the CAS slider modifier (2X) option enabled in the config is suddenly crashing the game 100% of the time for me on initial loading screen whereas it never did that before.

Not a huge deal, I just disabled it and game loads fine now, but it did take me some trial and error to pinpoint the specific config option causing the problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 02:08:37
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 09, 02:28:10
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Are you, by chance, running ie8?  I ran into that when using ie8.  I switched to Firefox and have not had a problem since.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: minidoxigirli on 2009 July 09, 02:32:47
Never had a problem using Chrome.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 09, 03:15:33
I use Firefox, and experience occasional page load errors, but they're rare, except when there's a memorial service for Michael Jackson, and everyone and their dog feels the need to tweet about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 03:16:55
This wouldn't fix the problem of sims skipping work/school... but maybe Pesc could make it so non-active sims who are skipping work/school wouldn't receive a work performance penalty for not showing up... instead it'd be locked until they showed up.
That's what I already did. Any sim not being run in high-res simulation that is not actually at work simply doesn't gain work performance. I have no idea why your sims are skipping work/school, though. Mine don't.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 09, 03:51:35
That's a question I've had for awhile. What makes certain sims drop down to "Low Detail" in the radar?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 09, 03:52:42
I use Firefox, and experience occasional page load errors, but they're rare, except when there's a memorial service for Michael Jackson, and everyone and their dog feels the need to tweet about it.

I also use Firefox and I have zero problems loading this site, and I'm a compulsive refresher with 4 different forum threads open at once...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 04:15:23
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.

Ugh yeah I just found out you're right about that. The latest build is fuct again on loading with the same config file that worked on the last one. It of course loads if I take the config file out  :P but I don't necessarily want all the defaults so I guess I have to tweak around with the config and see which options I can live with or without to get the damned thing to load.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 09, 04:24:09
2ray crash on loading screen is purely voodoo and nothing you ACTUALLY do causes it. It is apparently some kind of obscure thread-load race condition.

Ugh yeah I just found out you're right about that. The latest build is fuct again on loading with the same config file that worked on the last one. It of course loads if I take the config file out  :P but I don't necessarily want all the defaults so I guess I have to tweak around with the config and see which options I can live with or without to get the damned thing to load.  :-\
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 09, 04:27:49
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kerryee on 2009 July 09, 05:00:51
Okay, so I have a couple problems, and since I'm not at all sure they're related to the Awesomemod, I'll list them here and ask advise.

1. I have several items in my family inventory which have gone blank.  Just blank squares, unclickable, undragable, unsellable.  Just taking up space.

2. I have sim (Sam Sekemoto) who recently married into my sims' family via daughter.  Although they've been married now a few days and have a spawnling on the way, everyone's UI pictures him as being the baby he is in a fresh Sunset Valley start.  He acts his age, but everyone seems him as a baby, and it's creepy.

3. My stereo is possessed.  Sims all throughout the house swear that they can hear the music and enjoy it, despite it being turned off.  I tried turning the stereo on, then off (it doesn't play in bedrooms, as it shouldn't, but does in the nursery for some reason) to get it to shut off in my sims heads.  The stereo glitched severely bad, wouldn't shut off or change the station, and I was stuck with actual sim-ish related noise coming from my speakers.  I saved, restarted, and it let me turn the stereo off so I could no longer hear it, but my sims still could, supposedly.  Deleting the stereo has no deleted the fictional music.

4. My first sim, now a grandmother, died while at work, and I cannot find her gravestone anywhere.  It's not at the Towers, it's not at the Graveyard, it's not in he Manage the dead UI, and it's not on the home lot.

I have the July 5th version of Awesomemod, plus some other skilling mods, which have been with me pretty much since the beginning.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 09, 05:05:37
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.
Right.  That's because the game goes "wtf is this?" and crashes... But once it loads correctly once, it will continue loading as long as you don't change awesomemod or the config file. So... just set it up how you like it.  Then reload the damn thing until it works.  Make some coffee... smoke a joint... fuck your sister.  Whatever it takes.  But trust me, it will eventually work and it will continue to work thereafter until the next awesomod release... in which case you'll have to restart your reloading until it works/sister fucking/pot smoking routine once again.

3loader and nointro hack are your friends though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 09, 05:32:51
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.

Installing/uninstalling the enablescripterror.package file sometimes helps. I had the non-loading problem, plopped it into the Mods/Packages file, and my game loaded fine. Next version of AwesomeMod, I had to take it out, because my game wouldn't load with it in. I'm not the only one who has reported this phenomenon, but it could also just be voodoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 05:38:00
It's total voodoo. Nothing you do REALLY makes any difference, other than it makes you feel better and randomly jogs the system. The reason this happens is due to some kind of race condition or multithreaded loading bug, and there is nothing you can do about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 09, 05:44:39
Well hmm... as I don't drink coffee... don't smoke pot... and am an only child... I can't try any of those options to gain an understanding why my game has developed a crashing problem after playing for 20 minutes to 3 hours at a time... since the 7/6 update of AM... so am going to now try using the 7/5 build again... because I hadn't had ANY in-game crashes until the 7/6 update and the newest build...   :-\

I am running w/TS2 aging enabled, Sup Com disabled (always), Story Progression (SP) and the Game aging disabled, 12 Woohoo enabled w/a supporting hack from MTS "Teen Woohoo+Marriage" that is supposed to be compatible w/AM and the Pedophilia enabled... all was well until the 7/6 update and beyond... ideas anyone ?   :)

Update:  And I've been using "EditSim" heavily all along... so maybe it's more dangerous w/the newer builds ?
(Not touching a Sim's age, weight or the other no-no's either)   8)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 09, 06:06:31
Quote
Why, why, why does MATY sometimes just not load pages without me refreshing repeatedly for days at a time, and then work fine other times?  I never have this problem with unimportant sites!

I have the same problem. Sometimes pages don't load at all, other times they load immediately. It's very inconsistent.

Are you, by chance, running ie8?  I ran into that when using ie8.  I switched to Firefox and have not had a problem since.

Nope, I use Chrome. I have the same problem both at my home and work computers (I haven't been able to install Firefox at work, but for some reason Chrome can easily be installed regardless of the limitations they have set up for the regular users on these computers.). What I've started doing now to deal with it is that if a page gets stuck loading, I use the stop button and then reload. Most of the time it works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 09, 12:52:29
It's total voodoo. Nothing you do REALLY makes any difference, other than it makes you feel better and randomly jogs the system. The reason this happens is due to some kind of race condition or multithreaded loading bug, and there is nothing you can do about it.

I think you must've said that a dozen times now.  They just don't want to listen to you, do they, Pescado? ;)

3booter works everytime a new build comes out.  In fact, voodoo or not, I use 3booter whenever I install a new build... but Pescado's right, I bet I'm being superstitious. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jolanka on 2009 July 09, 13:25:18
I registered here just for this question. Hopefully I'll get an answer next to all the ass driven comments I expect to recieve.

I downloaded the Awesomemod sometime in June. At first it didn't work until I realized that aweconfig.package was not the mod. After I stopped being stupid and downloaded the right stuff, I was happy as a clam until today when I downloaded the EA patch. I did that, the patch installed cleanly and I found that I needed a new awesomemod. Alright, no problem, I downloaded that and even got a new config pack for it. Now the problem is, the mod is not working. I have done all that is listed:

-Manual install
-Install via Delphy's Installer
-deleted caches
-unistalled/reinstalled the mod
-unistalled/reinstalled enablescripterror.package
-restarted the computer at the last minute

The game itself is working, just not the mod. I read somewhere here that the easiest way to see if it's working is to check the fridge for all the foods to serve. My latest save is in the morning, so all that shows up is breakfast dishes, no lunch or dinner dishes. Plus pressing Q still attepmts to quit the game. If anything, I blame my self; I tried to fix something that was not broken. I also find it quite rude that all my lesser mods still work >:( Any answer is appreciated at the moment, and if I have errors in spelling/grammar go ahead and stick me with your sharpest items. I reread this way to many times to have any errors.


I've got same problem. I installed the latest awesomemod version and the game recognize it - I type showconfig and it is displayed properly but none of the mod functions are working :'( I deleted all other mods and reinstalled the game - still the same! The game is patched and I'm using the latest awesome mod. Help, any clues? My neighbourhood suffers! 
I'm quoting woopa because he/she didn't get any answer...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 09, 13:37:14
3booter works everytime a new build comes out.  In fact, voodoo or not, I use 3booter whenever I install a new build... but Pescado's right, I bet I'm being superstitious. :)
3booter works because it is a brute-force application designed to keep banging on it until it does, not because it possesses intrinsic magical properties.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: justerin on 2009 July 09, 15:54:45
Quote
That's what I already did. Any sim not being run in high-res simulation that is not actually at work simply doesn't gain work performance. I have no idea why your sims are skipping work/school, though. Mine don't.

Damn!  Lol why must my sims be renegades?  Well no worries, played last night with new shiny build, still going about 50% of the time to work and school.  Ah well, at least they wont get fired, and i guess it's not all that important that they get passing grades.  Silly question probably but how do I tell the game which sims I want running in high-res?  Do they have to be sacred?  I'm tracking several and most of them are 'low detail mode' though a few aren't... not really sure why.  Is it just when they are out and about or something that they are in high detail mode?  Sorry I don't really know how that works and can't seem to find any info about it when searching.

Sympathetic laugh @ Motoki, man I wish I understood this 'voodoo' too.  Just when I think I get these computer things figured out somebody tells me what I did to 'fix' the situation has nothing to do with the problem and couldn't possibly have accomplished anything.  I think I'm gonna start leaving offerings of raw meats in front of my disk drive.  Chanting is also not out of the question.  You mock my superstition but it's all I have!  Lol

edit:  Forgot to add that the 'work&school' option on supreme commander causes an error whenever the sims interact with objects outside of their home, and for some reason it tends to send them to the library... to study most likely, but they are never able to complete the task since they have to be reset.   :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 09, 18:37:22
You don't understand.  Changing the config file won't actually fix your game.  What you need to do is just keep reloading the sims until it works. Then after that it should load for you every time without crashing. (probably) Then after the next awesomemod release it will happen again.  The game will crash.  But just reload the game and eventually it will work.  If nothing else use the 3loader and it will reload the game until it works for you.  Also, get the nointro hack from mod the sims.

Playing around with files feels like it helps... but it really doesn't.

Personally, I delete the scriptcache file before loading... and it doesn't crash on the initial load... but honestly I think that is pure luck.

I got it loading again. I'll try those but it's odd because it seems that just the config file is the issue as if I take it out it loads without problem then when I put it back in again it doesn't until eventually it just does. Weird.

What finally brought the Voodoo Crash completely under control for me was the folllowing hygiene steps:

1. Every time I change/add any package to the game, I always delete all four *Cache.package files before firing up the launcher. This practice alone has made it so that no voodoo crashes have happened for me since I started doing it.

2. What also worked for me before figuring out #1 above was to simply flip the state of the enablescripterror.package.  If the Voodoo Crash occurred, I'd just remove that package if it was present, or add it if it wasn't present. This would always stop the Voodoo Crash for that particular combination of mod packages.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shannong on 2009 July 09, 18:40:19
Then again, as Pescado states, the above hygiene practices might have the same weight as knocking on wood. Go figure. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blaise on 2009 July 09, 18:49:22
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 09, 19:01:00
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?

I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thia on 2009 July 09, 19:14:54
I think I read somewhere in the thread that other ppl are getting messages regarding whats happening to other sims that are not their current active household (not just deaths). How do you get that to show?

Also how do I click and increase the stats meters?

what does wandhere do? (no i never played sims2, so "the sims2 wand thing" doesnt ring a bell)

And is the following normal?
- I switched active household and stood outside the house of the family I was playing. Essentially what happened was they just all went home after school/work, went through thte door and stood there as their stats went down.

- kids all over town are majorly failing school, heck they dont even go

I tried to read through the posts, but then the words got to me =( sorry in advance if I repeated any questions. thx


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 09, 19:32:29
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?
I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.
Well, everybody loves Raymundo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zeki on 2009 July 09, 19:50:45
I have two questions.  :P

First, a non-sacred family can have new babies? Without my control, of course, and with parthenogenesis enabled. I mean, a girl can suddenly (randonly  :-\) falling in love, marriege, and have baby...

And a sacred family, that i don't control, can have new babies?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nevearo on 2009 July 09, 21:40:58
Okay, for the third update in a row, my Voodoo management method has worked. I am starting to get a little suspicious that it may not be Voodoo...

I open the .package file with s3pe and remove compression from every file.
The game then runs like magic.

Just to be sure, I went back and redid the compression, and like magic the voodoo crash comes back.
So, this warrants a wider scale testing I think.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 July 09, 21:57:21
Thia, Use the search and you don't have to read every post, but please do not tell the members here that you couldn't read through the messages and then expect an answer to something that has already been answered. I did a search for you by simply typing in "wand" and finding the third quote:

One of the new features is a command, wandhere, that does what a Sims 2 magic wand did.  Having never played Sims 2, I have no idea what that implies.  Does anybody know?

I did play Sims 2 and I don't know what this is either.

It was awesomeware, arguably one of Pescado's most amazing inventions. It was an object that, when you dragged it from the buy catalog, would instantly depreciate all of the objects on the lot. It's essentially the same effect as moving a family in, as the act of simply buying an object causes it to become devalued, except that you don't have to bother with any of that crap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 10, 00:03:25
Well, everybody loves Raymundo.

I so did not see that one coming.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 10, 03:59:31
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Blaise on 2009 July 10, 04:14:56
Quote
New features: ANTI RAYMUNDO: Your sims will now read NEW books instead of RAYMUNDO.

Alright, I'll bite. What does RAYMUNDO mean?

I believe it is one of the books in game that sims read instead of anything else if it is in the house or their inventory.

Thanks, sumpsychochic, for the reply.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld on 2009 July 10, 04:19:39
Since nobody has asked yet, could I get some clarification on the "Ancestral Home" feature in the new build?
I take it that when a house is designated 'ancestral' then it's considered a valid move-in option for any members of that family during Story Progression. What other checks apply to moving into an ancestral home? i.e. lot must be empty (no sims), moving sims' must be able to afford the lot, moving family already has a house, etc.
Also if there are multiple descendants then who gets preference or would they merge?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 10, 04:21:25
Since nobody has asked yet, could I get some clarification on the "Ancestral Home" feature in the new build?
An "Ancestral Home" is something like Goth Manor. You expect the Goths to live there and not to leave. It's freaking NAMED for them. Thus, because it contains their fambly name, they will not move out of it from a random event, and they will not desert it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld on 2009 July 10, 04:53:41
Ah, ok. Comprehension phail on my part. Thanks. Would it be possible/would you want to add some of the functionality I mentioned?
Edit: Added more info. Didn't think you'd reply so quickly. Sorry for lack of clarity.
Re-edit: Took my edit and made it a new post, like it should have been in the first place. Apologies to anyone who cares. I blame Voodoo sprirts.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 10, 04:57:12
You didn't mention any functionality, only some nonsense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chyld on 2009 July 10, 05:51:16
I meant if an ancestral family home becomes empty due to deaths, etc. then the now empty house is now considered a Move-in option for any related family members (sims with the same last name) during Story Progression so that they can inherit the ancestral home autonomously (and without paying).
The feature caught my eye as very useful for stories, where some rich old relative dies alone in a mansion and a poor distant relative finds that they are the sole heir. The movie King Ralph comes to mind...

Anyway, this quickly turned from a question to a request, this isn't the place so I'll stop asking.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 10, 11:46:32
And all that requires is a manual renaming, I'm assuming.. cause I tried to look in the help file and I tried to shift-click and ctrl-click.  No option to make it 'Ancestral'... so a manual rename is the last thing that makes sense to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rmt on 2009 July 10, 12:43:27
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!

My boyfriend got the latest version as of 2 days go, and he bad lag too.  Oddly enough, his lasted longer every night (until 2am the first to until about 8am several days later).  He turned off the No Parthenogenesis, No household merge / split etc, options and the game is normal again.  I have an older version (a couple of weeks old, I think) and while that lagged pretty badly the first night, it was fine after that. 

I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: caitlyn on 2009 July 10, 14:22:43
I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 

Um...seriously?  There have been about 48 Billion changes to awesomemod over the past "couple of weeks."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cajia on 2009 July 10, 16:43:55
The patcher app tells me I have no previous version of The Sims 3 installed. Is this because I have my Sims 3 saved to the (x86) programs files folder? Or is it because I manually transferred all the files from the computer upstairs to my laptop with out actually installing via the CD? Which for some reason, doesn't work anymore.

Can someone give me the files and tell me where to manually install them? Or should I forgo installing the patch at all since my game already crashes every few minutes?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Athenie on 2009 July 10, 17:03:33
First, thanks to Pescado, your mods have made The Sims playable for years (Yak-Yak FTW!). I shelved Sims 3 til your mod made it playable, now I can again waste endless hours.

I too am having issues with my sims skipping work/school. It seems to only be families that I play regularly, and sacred status seems to have no effect. So one morning as the school bus arrived, I paused the game and Ctrl-clicked my way through these problem familes. When I did I noticed something interesting with the times. Each family showed a different start time for school under the occupation tab. One might say school starts in 2 hours, another 5 hours, one even said 17 hours, all of this at 8AM game time. So the reason my sims are skipping work/school is because their time is off. They think it is 6AM when it is 9AM. I have no idea why this is happening. If I unpause the game a few seconds, the start time catches up. However if work/school has already started they do not go. My work-around for this is at 6AM going to my problem households and running time for about 5 seconds. Once I do this each morning, they seem to go to work/school as scheduled.
So I am wondering if my Ctrl family switching is messing up their clocks. Is there any differencebetween Ctrl-click switching families and doing it from Change Households in edit town?

My second question has to do with relationships and story mode. None of my sims are developing romantic relationships. They develop friendships, but no romance. All of my romantic relationships have to be forced by me. I also have had no marriages occur in story mode. Is this situation unique to me?

Always using the latest Awesome version, vanilla except InformonStoryAction is true.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 10, 19:13:15
I have had the same problem as Athenie... among my few CAS fambly's that I am Ctrl-clicking to move between houses... and have had one of my teen girls leaving for school at 7:00am to be there by 9:00am... and knew the fambly's clock was off somehow but had no idea how it got that way...  Also these kids/teens will miss school and the parents will miss work... if I've been away playing another fambly... and then come back... and then their grades drop... job peformance... etc...  Really weird stuff...   :P

And they are all on Sacred status too...   :o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 10, 19:17:52
Of course.

'Goth Manor' - is ancestral for any Sim named Goth (or Manor :D)

'Little House on the Prairie' would be ancestral for the families Little, House, On, The, and Prairie (unless of course Pes filters out common words like House and The).


No... that's not quite right now... "Little House on the Prairie" would be the ancestral home for Michael Landon, Melissa Gilbert and Ma and the others...   ;D   :D   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Caupi on 2009 July 10, 19:54:03
I too am having issues with my sims skipping work/school...

My second question has to do with relationships and story mode. None of my sims are developing romantic relationships. They develop friendships, but no romance. All of my romantic relationships have to be forced by me. I also have had no marriages occur in story mode. Is this situation unique to me?

...

I have the same problem with non-controlled sims skipping work/school. 

I'm also having issues with romantic relationships being formed - the only thing non-controlled sims seem to want to do is antagonize each other, with a very few "befriendings" thrown in.  I have seen zero romantic relationships, zero marriages, and the only children that seem to be born are to homeless townies (and after I destroyalltownies, no babies born that aren't forced by me).  No Parthenogenesis! is enabled, but even my already-married couples (with plenty of beds/cribs) aren't spawning by themselves. 

Basically, most of my non-played sims ignore/hate each other and just stand around all day missing school and work  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 10, 21:17:23
Is anyone still having serious lag issues?

I searched the thread so don't yell. I found posts back from mid-june and the last one said that the (what was then) lasted version of the mod fixed the lag from 12:59AM-early morning.

I just got the mod today. My first sim evening with it i experienced god awful lag. from 12:59 - 5:30am it would pause for a 30 sec - couple minutes every 2-5 sim minutes.
Needless to say I sat at my computer drooling and plucking hairs for a good 45 minutes!

The main reason I got the mod was for multiple-households, I've never really had problems with story progression before. But anyway, I just wanted to check if this problem is just me, or if others are also experiencing it and if there is anyway to fix it or at least lessen the damage.

I only have so many hairs to pluck!

My boyfriend got the latest version as of 2 days go, and he bad lag too.  Oddly enough, his lasted longer every night (until 2am the first to until about 8am several days later).  He turned off the No Parthenogenesis, No household merge / split etc, options and the game is normal again.  I have an older version (a couple of weeks old, I think) and while that lagged pretty badly the first night, it was fine after that. 

I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time. 

Like I said before, I don't really care for story progression either way. I like to progress families myself! So i discovered just turning the damn thing off works best! But I should try to disenable some of those options to get some of the SP features!  ;D

But to avoid a double post, let me also add another little buggy I found  :-\
I have pedo enabled and also installed the teenwoohoo thing for AM that I found in the pudding factory (YUHM!! PUDDING!!). I had a teen go over to Morty's house (he's single, no one else in fambly, i wanted to CLAIM him for my future rich daughter) and had her flirt, ect. They had a first kiss and that was it. They became best friends so I had her leave.
I changed over to her older sister's boyfriend's house. And helped him establish a good job, anyway played him for a while switched back to my main hh with the creepy daughter making claims to the goth's estate.(PS- she's a twin, and the twins are the youngest of 6 kids) I noticed her twin sister was normal, but couldn't find her. She had aged to an adult automatically! So I quit without saving..  :-[

Anyway. No biggie, just thought i'd let ya know so it could possibly be looked at. Like I said, I have SP turned off and aging on, and I have that teen woo hoo thing..



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorelei on 2009 July 10, 21:48:15
Well, everybody loves Raymundo.

Well played, madam. Well played.

 :D  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rmt on 2009 July 10, 21:50:18
I'm not sure whether the difference is because of play-style (he's playing a super social sim who's friends with half the neighbourhood; I'm not) or town (he's in Riverview, I'm in the default one whose name escapes me right now) or whether there was a code change in there during that time.  

Um...seriously?  There have been about 48 Billion changes to awesomemod over the past "couple of weeks."

Well, obviously, yes.  Perhaps I should have been more specific about a code change in the particular part that would affect lagginess, like more calculations being added.  

EDIT:  Incidentally, does anyone know if this is the case?  I'm a little leery about updating to the latest version if it's going to make my game horribly laggy too. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 10, 23:32:00
Well, obviously, yes.  Perhaps I should have been more specific about a code change in the particular part that would affect lagginess, like more calculations being added.  

EDIT:  Incidentally, does anyone know if this is the case?  I'm a little leery about updating to the latest version if it's going to make my game horribly laggy too. 

Well a lot of the lagginess, at least in my game, was limited to the night time when the game made all the families play musical houses and keep moving in and out of various houses. There's a new version up now that has a fix for that so should be okay, but I am firing up the game now so can let you know in a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 01:28:54
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 11, 01:30:19
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.
That was never optional.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 01:38:57
I know it seems like a very small point, but salad for breakfast has become annoying.
...so don't pick it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 01:47:30
In one of the previous iterations of the AwesomeMod, I'm fairly sure we could choose to have any meals available at any time of day - of course subject to the sims cooking skill.

At the time I chose this option, and it's in my game.  However it doesn't seem to be in the mod in anyway now.  Yet it's still in my game.

I'm currently running the version from the 9th of July.

The thing is, that I'd rather like to go back to having normal meal availability, do i need to remove the mod and then re-install it?

I know it seems like a very small point, but salad for breakfast has become annoying.
That was never optional.


Where in Hades did it appear from then, because this is the only mod i run.

MATY mods have always been the only ones i run.
I know it seems like a very small point, but salad for breakfast has become annoying.
...so don't pick it?

Gah that was my stupid fault, don't make quips when you genuinely want a proper answer - stupid del.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 11, 02:06:06
Where in Hades did it appear from then, because this is the only mod i run.

Honestly, I may have misread your post.. So let me give a less cryptic answer.

There was never an option to turn that on/off with Awesome mod.  Once he added that feature it was always on. If you don't want to have all meals available at all times during the day you can't use Awesome mod.  It is not and has never been an optional feature of the mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 02:19:18
It's nearly impossible to do quests involving some foods without it, since the item is not otherwise available!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ramseyazad on 2009 July 11, 02:36:37
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 11, 03:08:47
Okay I can report with this version I made it through a night with no noticeable lag. Yay!  ;D

And I agree on the food thing. Why does this bother people so damned much? There's Asian sims in my town and maybe they want to eat some damned dim sum for breakfast. Or hell, maybe they want pizza. Who cares?

I live near a Vietnamese part of town and there's a bunch of Pho (noodle soup) restaurants open at like 6 or 7 in the morning. It's generally not the first thing I want when I wake up but hey if it floats someone's boat more power to them.

I mean maybe I want to play a bachelor or eccentric sim making odd things for breakfast or an ethnic family or whatever. I don't like limiting the choice because you know what? I might not normally make spaghetti and meatballs for breakfast but I always have the ability and option to do it should I so choose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaliban on 2009 July 11, 03:13:34
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?
Well count me among the tards :P I like to make my sims life harder and unoptimal, and liked the limitations on food availability. I just pretend the limitations are still there and check my written list when they cook, but it is an undesired feature. I can do with it.
This is Pescado's mod, so he does whatever he wants with it (and does it awesomely, I have to say), it doesn't mean that each and every aspect of the One mod is wanted by everyone using it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 03:26:24
Well, if you care what they eat, go ahead and pick. The entire list is open to you, however. Frankly, I don't even pay attention. I just select EAT from the Supreme Commander menu, and they DO it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 11, 05:21:26
Okay I can report with this version I made it through a night with no noticeable lag. Yay!  ;D

Okay spoke too soon. Second night I am getting moveouts and freezes again. :( This is with the latest build with the band aid too. Weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 05:22:31
But is it at least not the SAME people moving around? I'm trying to analyze what exactly is the logic which drives Story Progression, and the more I figure out, the more it supports the conclusion that the system is simply utterly bugfuck crazy and is devoid of any meaning, purpose, or goal. The only way to really FIX it is to completely redo half of it. However, I'd need a dedicated test staff willing to commit to doing so, probably in grah, to really be able to pace this thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 11, 05:42:16
I'm SO willing to be a part of that hypothetical test staff.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 11, 05:52:05
I'm SO willing to be a part of that hypothetical test staff.
So start showing up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 11, 06:10:36
I vote for yanking out all the wires, redoing, it and simplifiying it.  We have a pretty good idea what it OUGHT to do, and that's not so complicated.

I also think you should rename the site from moreawesomethanyou.com to EAQualityAssuranceProductSupport.com


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DCNBrett on 2009 July 11, 06:48:52
When I download the AwesomeMod Configuation file and put it in my package folder it looks like this "aweconf.package.xml". Is this how  the file is supposed to be or do I need to remove the xml at the end of it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kiirkas on 2009 July 11, 07:20:46
When I download the AwesomeMod Configuation file and put it in my package folder it looks like this "aweconf.package.xml". Is this how  the file is supposed to be or do I need to remove the xml at the end of it?

Remove the .xml extension.  It should download as "aweconf.package", without the extension anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cajia on 2009 July 11, 08:08:24
Ah so I'm not the only one getting the mass movement of Sims. To answer your question Pes, my game has a lot of custom Sims in it, and I've noticed the same ones move three times while playing the game. It also tended to happen after I switched main houses. 

As far as the food issue goes, this is most certainly not a realistic game, but it is realistic to have the options to cook any recipe you know and have the ingredients for regardless of the time of day. My sims don't tend to cook unless I'm raising a skill, but I appreciate being able to cook whatever I feel like clicking on.

Besides the moving problem, the new fix has caused me no problems, and I'm not crashing anymore. It must be a random act of madness or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 11, 13:30:07
Last version of the awesome mod (must be because I didn't include anything else since then) caused me a problem - when I move out a Sim from the household or simply transfer a copy of a hood from a computer to another, my Sims when reseting get the message that "they should do something about their work performance or they will be punished". The work performance jumps to totally red, the same with the children/teens that get School grade F. And this happen just after they had been alright to work or school.
Downloaded the new version today. Hope it helps.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 11, 14:00:35
Where in Hades did it appear from then, because this is the only mod i run.

Honestly, I may have misread your post.. So let me give a less cryptic answer.

There was never an option to turn that on/off with Awesome mod.  Once he added that feature it was always on. If you don't want to have all meals available at all times during the day you can't use Awesome mod.  It is not and has never been an optional feature of the mod.

Thanks for clarifying, I couldn't find anywhere where it said it was a part of the mod, so I was beginning to think I had imagined it.
How hard is it to just pick the food you want? I've seen so many posts on this subject that I am forced to consider that there are many more tards in the world than I had ever imagined.  Are you people getting confused by the many, many, food choices?  Does the possibility of the extra click on "more" frighten you?  Have you not read any of the previous posts in which our generous benefactor has explained that this will not be optional?  Can your memories (or web browsers) extend beyond the current page of the thread?  All that genius and energy expended, and you want *fewer* options on an already sparse and limited game, as a *feature?

My question was more along the lines of having thought it was a definable choice in the mod at one point, the quip about being bored with the choice was misplaced, as I'd already pointed out.

I searched for 'food', 'any food' and 'food time' none of which brought up the information I needed.  As he's probably usually replying to someone rather than detailing something, and the fact that it's a long thread about many issues, short of trawling through the entire thing, it's unlikely I'd have come across these comments.  It's generally regarded as impossible to remember something you've never experienced, unless of course one is delusional - in which case it's not really a memory, is it now.

Unlike some people on here, my post count does not indicate my IQ level, I've been on these boards for years, I just only post when i need to, which is incredibly rarely.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Process Denied on 2009 July 11, 16:16:43
Does anyone have a suggestion?  The Langerak family has 2 adults leaving at 8 with the boy(school time) and 3 adults leaving at 3 for jobs, and one at 5.  Everyone was in the red with their jobs and school except fot the one at 5.  I think they are getting bottle necked and missing work and school(had the same problem with the Bunch kids).  I decided to put them on the Supreme Commander on the work/school selection.  Well, Kaylynn turned into an elder and I needed her out so I went to one of her chilhood friend's house that never married and tryed to romance her.  He couldn't because she was constantly trying to do something and would break the romance cycle.  I switched to her and she was going to work on her job performance at the library(which is great)but does this mean they will nerver find love on this control?  Is there a better selection that will allow them to engage in romance.  I turned her off and did it at her house, but now they have the wrong last name.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 11, 16:25:33
I have been reading around about the darned TS3 patch and got completely lost with the downloads. I didn't patch my game, does the Awesome Mod REQUIRE that the game is patched?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: imyourboy on 2009 July 11, 18:14:48
I'm still using the mod from 7/1/2009 and I don't have the move out problem at all.  I deliberately did not update when I saw some of the problems happening.  Since it does not occur on this version doesn't that imply that something must have been changed since this one that caused this to happen?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Doc Doofus on 2009 July 12, 00:43:37
I'm running with awesomemod without TS3 patch.  I'll probably patch sometime soon.  I just like to let you guys beta test the new EA patches for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 12, 02:32:44
I'm running with awesomemod without TS3 patch.  I'll probably patch sometime soon.  I just like to let you guys beta test the new EA patches for me.

Your point in posting this is?

The patch has been tested... patch your game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 05:50:48
OK, patched the game and so to say, I didn't have any problems with the patch self. Just took out the mods folder once I have very little in it anyway, it was easy. Took out the file of the no censor and placed back the original ShaderWhatever. Launched the game after patch and didn't notice anything wrong.
So, I still have the same mentioned problem from before, my sims lose work or school performance as soon as I make any modification like sending a family to the library. Not my fault, cause in the reality I don't want anyone in the library, I want just to back up original families because I'm building a Start Point Game. Experience with previous TS showed that EA mess up your hoods at every EP.
Besides the saving problem is increasing back to the same sucking delay - I'm already back to 18 minutes to save. This means it is full EA's fault.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bresus on 2009 July 12, 05:57:57
So I installed this awesome mod and it seems that only some features are working. My hopes/desires don't vanish when I switch between households, but I can't designate anyone as sacred. So maybe I should download this new "build", but I don't know how to do that. Where do I get it? How, exactly, do I do all these nifty things?

p.s. I'm on a mac.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 12, 06:13:17
You have to configure the AwesomeMod in order for all of the features to work. To enable certain console commands, you need to enable debugging. There's a configuration tool available on the same page where you downloaded the AM. Just click the link, enable/disable options as you see fit, and then click the big green tyrannosaurus to save the aweconfig file to your computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 08:06:53
p.s. I'm on a mac.
The config tool was made as a webpage specifically for cross-platform compatibility, as a normal program would have been OS specific.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 10:19:44
Is it possible? and how can it be done? To configure the mod in an active internet computer that doesn't run TS and transfer the configured mod to other computers that run TS but don't have internet access?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 12, 10:22:13
Is it possible? and how can it be done? To configure the mod in an active internet computer that doesn't run TS and transfer the configured mod to other computers that run TS but don't have internet access?


It's possible.  You just do it.  Have you tried doing it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 12, 10:30:03
Flash drive? Wireless network?  How do you get the AwesomeMod from one computer to the other? It'll work the same way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 10:43:49
Is it possible? and how can it be done? To configure the mod in an active internet computer that doesn't run TS and transfer the configured mod to other computers that run TS but don't have internet access?
Yes, you just do it exactly as you described. There's nothing intrinsic to the configuration page that somehow spies on your computer. It is not a very large file, so you can transfer it by any means, such as flash drives, or even floppies. You could even recreate it by manually retyping it in a hex editor, if you wanted. It's not very large.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 12, 12:50:32
Thanks for your reply. When you "talk" to me just keep in mind that you are not dealing with a 16 years old fresh guy. Me and my friends are starting to be grand-grand-parents. Grey masse shrinks. (Other things too!)
-.-.-.-.
OK, made my personal adjustment, that was not much at all, just 2 or 3 lines. Unfortunately I have some questions: TS2 style Work Promotion Without Forced Days Off - means what? Isn't it this what is causing my claim that my Sims get negative work performance even when they went to work? Sorry, I noticed that even when I do not make modifications in the hood, my Sims come back from work and outside of their working time I get a message - Sim X must care about his work performance otherwise there will be disciplinary measures. I cannot understand what is causing this.

Enable testingcheatsenabled on as default - Is it no more causing the problem we had with TS2 when enabling it caused a lot of errors? If so, I can enable it at every section. Normally I disable it after use. It is a pain in the .

Enable All EA debug commands - is it anything particularly useful for a normal game player. I don't do anything special with my Sims once I play with everything OFF. Story Mode for me is just another pain once I don't see any point in taking so much trouble to someone that is going to die anyway and the descendents won't take any lesson out of it. (I'm not intended to play me  ::)

Supreme Commander - I enabled it but it is just to see what is it about. Maybe I like it.

Removes 8 Sim limit on houses - enabled it cause I need 10 instead. That's all.

If it is so easy to ajust the file generated in case I regret something, I can take a look self. Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: HazelEyes on 2009 July 12, 13:13:12
Destroy all humans command makes the neighborhood pristine. I tried it last week and it worked admirably. For some reason, though, all young adult townies moved into the 'hood by story progression seem to get hitches the very same day, leaving no singles for my one controllable to stalk romance and marry. I may end up breaking up an existing relationship, but for future reference, is there a similar command thank nukes all extraneous crumples/graabs/etc. but leaves the anonymous townie population intact? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Faizah on 2009 July 12, 13:24:09
I've been wondering, if you designate a lot 'ancestral', does it just stop move-outs, or does it also encourage sims to move back 'home' if the lot is empty? For instance, say the Goth family proceeds another generation or two, and spreads out across the hood. If the ones who stayed home die off and leave the lot vacant, would any of the off-lot Goths be likely to move back to the Goth Manor? Or would the ancestral designation prevent them from splitting off in the first place?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2009 July 12, 15:14:40
I don't know how possible this is, but I'd love the option.

Most age groupings of stranger sims are obvious, but especially for a male sim trying to find a female of child bearing age, it's difficult to know if the potential partner is suitable.  Short of moving them in, or switching households, there's no way to determine if the sim is young adult or adult, never mind if they're only a few days from becoming and elder.

Would it be possible to have an 'ask age' option, or even better, for the age grouping or age to show when you hover over a sim in the friends panel.  Unless one has a sharp eye, it's not even discernable if a 'high school' friend has become a young adult as it shows their information from the last time you talked to them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 12, 16:00:07
Can someone tell me the best way to handle moving out adult children from a household into a new household, that is not the currently selected one?

I had one family have five kids (well one pregnancy was twins so technically only 4 were planned :P) and they're now adults and I got to the point where they wanted their own love interests and the house is just getting too damned crowded so some of them needed to go.

I had 4 of the 5 move out via computer. Well when it comes up and I get the menu they get zero simoleans to take with them and I couldn't change this. Only the active household got the money, even though they have plenty and the adult kids did contribute some to it. So anyway I figure okay I'll just check off kick out which says it moves them into a random house. Well I suppose awesome mod is not giving anyone a free ride so they didn't move in and are I guess off in the homeless limbo nexus.

Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 12, 16:45:41
Can someone tell me the best way to handle moving out adult children from a household into a new household, that is not the currently selected one?...
I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.


These issues are probably why EA decided to give everyone 16k to start off with. I don't know of any better way to handle it, I'm afraid, but I just wanted to add that a similar problem occurs when a sim asks a townie to move in. The screen pops up showing how much that sim is worth but the amount is grayed out and the townie moves in penniless. I 'motherloded' my couple when it happened, which added about 20k more than they should have been worth, but I wasn't about to let my sims get cheated out of the cash they should have had. Besides, my sim is a CEO and the townie was a doctor, and they needed to build a better house than the dump they were living in. Keeping up appearances, and all that. :)

Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional. And it's only "cheating" if I want to play the game that EA made, which I don't - and apparently no one else does, either, or else there would be no AwesomeMod in the first place! I'm just sayin'...

edited to correct spelling error


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 17:12:22
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional.
That would be against my religion, and I will make no such vile, blasphemous thing. For is it not written, "Energy cannot be created or destroyed."?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 12, 17:29:06
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that. It wants to put ALL the funds in the playable household and does not seem to give me an option to put a portion of the household funds over to the sim or sims moving out, but who will not be the main playable household for the time being.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PolecatEZ on 2009 July 12, 17:56:35
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that. It wants to put ALL the funds in the playable household and does not seem to give me an option to put a portion of the household funds over to the sim or sims moving out, but who will not be the main playable household for the time being.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.

It allows you to choose a house or empty lot for the sims moving out...in fact, it requires that you do this unless you check the "kick out" or "make active" check-boxes.  They just won't take any cash with them.  If you want the sims you move out to have a little cash, just have them pawn off some of the crap from their newly furnished lot you just bought them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eevilcat on 2009 July 12, 18:09:44
Is there any particular reason why awesomemod has almost tripled in size? 3.5Mb to 9Mb from the previous version to the new one is quite a jump.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitran on 2009 July 12, 18:17:54
Uhh.. the mod is still 3.5mb to me... I haven't noticed any change in size.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 12, 18:18:28
Must have been a bad upload. Try redownloading.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eevilcat on 2009 July 12, 19:30:54
Cheers, I grabbed it again from mirror3 and it's the right size now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 12, 21:28:41
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that. It wants to put ALL the funds in the playable household and does not seem to give me an option to put a portion of the household funds over to the sim or sims moving out, but who will not be the main playable household for the time being.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.

You're doing something wrong.  You're thinking, 'I don't want to make them my active house'.  The active house gets the money.  So you move out some sims, select them as the active house, then they get the funds in the move out menu so then yes you *can* buy them a house.  And once you move them out you just switch back to the family you were playing before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GayJohnScarritt on 2009 July 12, 21:48:09
My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.

I had 4 of the 5 move out via computer. Well when it comes up and I get the menu they get zero simoleans to take with them and I couldn't change this.

You had the solution earlier, tho I have the feeling that you didn't go far enough with it.  When moving part of your household out via computer/cell phone, this gives you the option of 'BUYING' a house for the moving out sims with the cash you have in the original household.  (Later on, the remaining sims can talk about 'Satellite House'.)   And yes, once those sims move out, they'll have 0 cash to their name, but, if you can afford it, a really expensive/furnished home.  If you're not looking to play that off-shoot house, they don't need the money, so screw em.  If you do want to play them, then hopefully, you've given them all good jobs and stuck a bunch of books/rocks/gems/perfect harvestables in their inv, so they can sell it for ready cash.

Also, be aware, that using this move out method, the house MUST have enough beds for all the sims (plus un-born sproglettes) that are moving out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Driskoll Xun on 2009 July 12, 23:30:43
In the Careers xml, what does a negative integer signify in MaxOfficeHolders?  Specifically, I have two mayors in my game.  Mayor has a -1 for MaxOfficeHolders.  What behavior should I be seeing?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Faizah on 2009 July 12, 23:57:36
Is there any means of handling this outside of jumping through hoops and doing a bunch of console commands and town editing? Because if so that's a pain in the butt and I think I will institute a Chinese still one child policy from now on to not have to go through all that.

I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.
Select an actual HOUSE to move into. Don't choose "kick out". Pick the "House" button and buy them a nice, or not so nice, house. Kick Out is for people you don't like very much, and thus you boot them out onto the street with nothing but the clothes on their back, and leave them to earn their own way up from total and utter poverty. Or, you know, if you don't care, you could just let them Kev and Alice it on their own. Up to you.

My problem is I couldn't select a house. The menu said $0 were available and I wasn't finding any way to change that. It wants to put ALL the funds in the playable household and does not seem to give me an option to put a portion of the household funds over to the sim or sims moving out, but who will not be the main playable household for the time being.

Or am I doing something wrong here? I'm just not seeing where I have the ability to give the party moving out any money at all. It seems stuck on zero, so obviously I can't select a house.

You're doing something wrong.  You're thinking, 'I don't want to make them my active house'.  The active house gets the money.  So you move out some sims, select them as the active house, then they get the funds in the move out menu so then yes you *can* buy them a house.  And once you move them out you just switch back to the family you were playing before.

What? No. I moved out sims from one lot into another - the sims moving out went with $0, but on the move-out screen I was able to choose them a house, and off they went. The active household remained the active household, and the moving out sims only took the cost of the house from the active household.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 July 12, 23:58:40
I have a problem:  all my military sims have turned into astronauts virtually overnight.  I have a version of AwesomeMod after all the tweaks were done to make valid bosses, and I am unsure if this is what caused the problem.  I have also made all my sims sacred.  I don't know if they were all promoted before or after I made them sacred, but I would like to be assured that no more of my sims will end up with level 1 to level 10 promotions.  It is wreaking havoc with my game.

If anyone could suggest a way to manually demote my sims to a more appropriate career level, that would be appreciated - and if that sim happens to be someone's boss, how will that affect the outcome?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 00:47:55
You can CRTL-SHIFT-Click to access a career-demote option. Not sure how they all managed to become astronauts, though. How many is "all"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 02:35:35
What? No. I moved out sims from one lot into another - the sims moving out went with $0, but on the move-out screen I was able to choose them a house, and off they went. The active household remained the active household, and the moving out sims only took the cost of the house from the active household.

D'Oh. Okay well that makes sense then. The message showing the moving out sims as having zero simoleans isn't really intuitive as suggesting you still can buy them a house from your money, but I guess it makes sense in a backward way if it is just referring to family funds of those moving out, who of course don't need any if you aren't playing them, and not the actual property they are buying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 13, 02:59:08
I really don't think it's unreasonable for the parents to give a moving out adult child a chunk of their funds, particularly if they helped contribute to it in the first place.

Buy a large item, like a car, and put it in the child's inventory.  Buy them a house, then switch to that house and sell the car.  Now the child has a nice house and some cash to start life with.  That is what I do, if I have the cash to spare.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 03:02:13
That's a TS2 method. In TS3, doing that gets you mauled in depreciation fees that are applied immediately upon exit from buy mode. Don't do that. In TS3, you can just directly select which house to buy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 03:30:53
Hmm, well the mom of this family I am playing is a high end painter and her large paintings regularly go for around 3.5k. Also have a master fisher in the house and a pond there stocked with deathfish. A stack of those can be worth quite a bit. No depreciation on either of those because it doesn't cost me anything in the first place, except time.

Of course this assumes I am playing them which I'm not so I guess it's pointless to give them anything but property and let the Artificial Stupidity figure them out from there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 13, 04:15:58
Hmm, well the mom of this family I am playing is a high end painter and her large paintings regularly go for around 3.5k. Also have a master fisher in the house and a pond there stocked with deathfish. A stack of those can be worth quite a bit. No depreciation on either of those because it doesn't cost me anything in the first place, except time.

Of course this assumes I am playing them which I'm not so I guess it's pointless to give them anything but property and let the Artificial Stupidity figure them out from there.
That's what I did when I moved out a spawn and his new wife. I dumped a couple of paintings in his inventory, switched to his house long enough to sell the paintings so they had about 10k, put them on SupCom for whatever I wanted them to be doing for the next week or two (skilling logic), and left. Haven't gone back yet as I'm playing a different 'hood, but will do so next week sometime and see.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 04:22:49
Sims don't really benefit in any way from having cash on hand. Without the player to SPEND it, they have no means of using it for anything, since sims cannot buy or place their own furniture. Even if they were allowed to do so, they'd have no idea how to arrange it and would probably wall themselves in with it. So all they can really use is the lot, and unless you put them on macro control, they don't even benefit from that, really.


Title: Problem with stroy mode of awesome mod: silver town.
Post by: BioHazard on 2009 July 13, 05:11:28
I played my neighborhood with awesomeware mod installed and story progression turned on.
I enabled most awesomeware story mode options like "No bus accident killing" etc.

It worked well.. Maybe too well.

Now after playing for period much longer than normal sim's lifetime, My neighborhood become silver town. About 70-80% of sims are old man with gray-hair. Young people are rare. teens are even rarer. Toddler or child? what's that? My sim's son has only one friend  of their age.
Most  middle-aged sims as well as young sims are single (not married ).
And general population is dwindling down. It is becoming harder to find sims of any age. I have to manually feed some new families to the my neighborhood to maintain general population.

This is because reduced birth rate (which requires two valid parents ), marriage /move-in rate (due to prohibited random merge, move-in) and much reduced death rate of old people of the awesome mod.

So I suggest some tweak to fix it.

1) Give us more couples and babies from it.
Let more marriage and move-in happen between single sims and let the couple have more babies. Please let singles get married more frequently with their friend.  It seems that many non-active single sims to have great difficulty in making friend or finding spouse. There should be some matchmaker. And make the couple have more baby. We want baby!!!!

2) Permit more single mom.
Even without actual move-in/marrige  or woo-hoo, non-active, non-blessed female sim should be able to conceive baby of male friend. But choose most close male friend (Best or Good friend) if possible, and only for non-blessed, non-active male as a father of her baby.

3) Let old people die frequently.
Old age is quite long in sims life, so if we maintain constant population, nearly half of people would be old age. So let non-active, non-blessed old sim die frequently from illness.
Late middle-aged sims should killed from "Bus" accident, too. (less frequenly than old people die of illness).

4) More fresh families moving in the town to maintain general population.
As time gioes by, it seems that more and more family leave neighborhood and each family has less member. Unless handled manually, the town will be ghost-town.

E.A.'s way of story progression mode like random death/merge etc was not so good, so I love stroty progress mode fix of awesomeware. But E.A.'s way is good for maintaining  general population and age group ratio. Awesomeware need some improvement in these regard.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 05:13:09
So far, AwesomeMod has not attempted to address story mode at all, other than to prevent it from doing illegal things. That is planned for the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 13, 10:34:08
Sims don't really benefit in any way from having cash on hand. Without the player to SPEND it, they have no means of using it for anything, since sims cannot buy or place their own furniture. Even if they were allowed to do so, they'd have no idea how to arrange it and would probably wall themselves in with it. So all they can really use is the lot, and unless you put them on macro control, they don't even benefit from that, really.

Then is there a way to stop them from autonomously "Going Shopping"? They don't buy anything, they can't use anything, so what the fuck?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 13, 10:50:33
Hello BioHazard

I have the same problem.  I have all elders in my town that simply refuse to die, they seem to last forever.  I have all of Awe mod defaults enabled that are to do with merges and no one gets out alive etc.  Shortening the elders life span would be a Godsend.

But now I have a ghost town with no children, one or two adults and no teens.  I will simply have to delete the town and start again or make many selfmade sims to add manually.

Let me add hastily that I would not play the game without the Awe mod even with this happening as the other features it cures are essential to my gameplay enjoyment.  

I had the original mod and the townies spawned nicely filling my hood well but as I have updated the mod and the config the spawning has completely stopped.  The job areas are nearly empty, another words co workers are one or two elders instead of four adults as before.  That applies to all careers, there is simply not enough townies to fill them.

I am going to allow random merges in this town just before I delete it to see if that cures the problem.

I stress again, I would rather add townies manually than do without this mod as it is the best thing since the wheel invention...lol

kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 July 13, 11:05:05
Sorry to say - installed the last version of the awesome mod and got the following issues:

no one seems to move autonomously - it is almost like free will is partially off.
Aging off option got greyed - I cannot change it even if I want, so it is stucked in aging off.
Sims are getting stucked everywhere - when I visit a community lot there are Sims stuck in the swimming-pool or sat on a chair and do not move. I pass the mouse over them and it says "SimX is at work right now and cannot be disturbed".
I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.

They are issues related to the awesome mod. I took it out and everything went back to normal.
One good news is that I made one of my Sims pregnant using the more than 8 option and by taking the mod out I was afraid she would abort expontaneously. Moved her out to another house and she was still pregnant, though she had an option for "Try for Baby".

What I'm missing from the mod:
No Parthenogenesis and no spawn babies when aging is off.
The rest I can live with. I have the game DVD.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 13, 11:24:20
Regarding the moving out with 0 simoleans issue, if you use the "Split household" action from Edit Town mode (by clicking on the household's house icon and selecting the Split action) instead of the Move option on their phones, the sim(s) that move out get a portion of the household money with them. At least that's how it's worked for me, I don't know if there is some reason people are not using this or mentioning it as an option.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 11:37:28
Then is there a way to stop them from autonomously "Going Shopping"? They don't buy anything, they can't use anything, so what the fuck?
That just do that to look like they're moving around doing something lively. Otherwise the town would look rather dead. It's a harmless activity that doesn't interfere with your active sims in any way.

no one seems to move autonomously - it is almost like free will is partially off.
Define "move autonomously"?

Aging off option got greyed - I cannot change it even if I want, so it is stucked in aging off.
Sims are getting stucked everywhere - when I visit a community lot there are Sims stuck in the swimming-pool or sat on a chair and do not move. I pass the mouse over them and it says "SimX is at work right now and cannot be disturbed".
These things are things that happen even in the normal EAxis game, so they're not intrinsic to AwesomeMod.

I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.
Again, much of that is normal EA behavior, the game does not "Activate" many sims that are not part of the active house unless the game wants to use them. I will check to make sure nothing is specifically freezing them, but most of what you describe is part of the normal seamlessly disconnected neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 13, 11:56:14
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wycked on 2009 July 13, 12:25:10
Hello BioHazard

I have the same problem.  I have all elders in my town that simply refuse to die, they seem to last forever.  I have all of Awe mod defaults enabled that are to do with merges and no one gets out alive etc.  Shortening the elders life span would be a Godsend.

But now I have a ghost town with no children, one or two adults and no teens.  I will simply have to delete the town and start again or make many selfmade sims to add manually.

Let me add hastily that I would not play the game without the Awe mod even with this happening as the other features it cures are essential to my gameplay enjoyment.  

I had the original mod and the townies spawned nicely filling my hood well but as I have updated the mod and the config the spawning has completely stopped.  The job areas are nearly empty, another words co workers are one or two elders instead of four adults as before.  That applies to all careers, there is simply not enough townies to fill them.

I have the same problem, my rocker's band look a bit strange with only silver haired band members, lol. I have to make new families with a handful of kids on a regular basis just so the town won't die. Sometimes I skill them up and give them jobs before I leave them to esure some jobs are filled. But now I have noticed something strange; almost every sim I have made but don't play gets fired eventually. It looks like they don't go to work unless I play them? It's the same with the kids, -when I check on them they all have Fs and their homework bar is all red. So appearently they neither go to school or do homework when I'm not around.
Also; I have yet to see a married couple have a baby unless I make them, even if both have the family oriented trait.
My wish is for a better AI, that they do stuff that makes sense more automatically, like find a job and actually go to it every day, go to school/do homework etc. And for god's sake; make some kids!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IgnorantBliss on 2009 July 13, 12:45:59
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

I have not tried this myself, but from what I've read, your sim should be able to sell his copy of his book to the bookstore, and after that the bookstore should be selling it.


Title: Re: Problem with stroy mode of awesome mod: silver town.
Post by: Kerryee on 2009 July 13, 13:11:20
Books written by sims have never appeared in my bookstore, only the library.  It would be nice if they could be bought, however, rather than just stolen from the library.

1) Give us more couples and babies from it.
Let more marriage and move-in happen between single sims and let the couple have more babies. Please let singles get married more frequently with their friend.  It seems that many non-active single sims to have great difficulty in making friend or finding spouse. There should be some matchmaker. And make the couple have more baby. We want baby!!!!

It's kind of a rough fix, but using the "Baby Boom" cheat supposedly grants every household both a baby and a toddler.  Doing it every so often will help for now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 13, 13:22:01
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

I have not tried this myself, but from what I've read, your sim should be able to sell his copy of his book to the bookstore, and after that the bookstore should be selling it.

Hello

Now whenever I make a new family the game crashes to desk top so I do not even have that option.  I thought perhaps new families were not arriving as there were no affordable houses, so I chucked in a few and it crashed to desktop again.

My sim is an author and I have never seen the sell to bookshop option yet.....but maybe its there, just not when I click on it.  I did a biography on a local sim who requested it.  Then nothing, I thought  I would have at least had to deliver it to him or something.  The game sadly lacks a lot of finishing touches.  Ea has concentrated on a lot of useless interactions that are boring after a while instead of tying up loose ends.

If we write a book we want to sell it to the townies and be reconised as a great author...but no, just a lot of useless chatter between sims is what S3 seems to be about.  It forces us to make friends we do not want. My sim also plays the guitar and she has many best friends that she has never spoken a word to.  If they watch her play they make friends and then good friends and then best friends, all without a spoken word, ruddy daft that.

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 13, 13:28:43
Mr. Pescado, I know this is your mod and you have the right to do whatever you choose with it, but since we can no longer pick and choose what features we want in order to cutomize our game like we were able to do in TS2, it sure would be nice if the no 16k handout feature could eventually be made optional.
That would be against my religion, and I will make no such vile, blasphemous thing. For is it not written, "Energy cannot be created or destroyed."?
[/quote]


Well, I can't say I'm surprised at your answer, and I know there are lots of other priorities anyway. I guess I will just keep having my sims practice the 'law of attraction' (and keep transforming no money into money with the various work-arounds; I sure wish it were this easy IRL.)  ;)

What about sims losing all of their net worth when they move in with other sims? Is this intentional or an unintended consequence? (FYI, I'm currently using an older version of AwesomeMod so I realize it's possible this no longer occurs, but just thought I'd ask since I've haven't seen anyone mention this lately.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 13, 13:34:08
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carrieotwoguns on 2009 July 13, 13:38:53
I haven't had time to read through all these pages to see if this has already been asked, but I just went to play my game and a box popped up stating the Awesome Mod has expired and to download a new one. I was wondering what the mirrors are for? I'm not really familiar with them. Should I be downloading the third mirror and not the first one?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 13, 13:56:45
It doesn't matter which mirror you use. They all lead to Awesomemod.


Title: Job performance of townies.
Post by: BioHazard on 2009 July 13, 14:09:53
Have you peer into job info and job performance of the townies? It is horrible.

Most of the townies are jobless. The regular job positions of most rabbit hole  are not filled yet.
So they will have no problem if they want to have jobs. But most are jobless.

Even if they have jobs, it is part-time job, not regular full-time job. The sims are not teen but adults. Even if they are hired and have part-time or full-time job, their job performance is rock-bottom.

No townie ever gets any job advancement or raise. They are stuck at lowest job rank for a while and get fired due to poor job performance. It is not strange that they are fired so frequently and become jobless.

Awesome mod should help the townie to get a job and maintain job performance, get a job advancement.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 14:38:03
no one seems to move autonomously - it is almost like free will is partially off.
Define "move autonomously"?

Uh, do something other than stand in place and occasionally bitch about how hungry or tired or smelly they are?

I visit a household and no one there makes any movement, they just stop and stare the ground. Babies cry, get dirty, hungry and no one on the visited lot moves.
I send my Sims home and zoom in community lots and the stuck sims are still exactly in the same position.
Again, much of that is normal EA behavior, the game does not "Activate" many sims that are not part of the active house unless the game wants to use them. I will check to make sure nothing is specifically freezing them, but most of what you describe is part of the normal seamlessly disconnected neighborhood.

I could swear they used to be a little more lively than that but it seems like last few builds or so of Awesomemod they have been frozen.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 13, 16:45:57
I haven't had time to read through all these pages to see if this has already been asked, but I just went to play my game and a box popped up stating the Awesome Mod has expired and to download a new one. I was wondering what the mirrors are for? I'm not really familiar with them. Should I be downloading the third mirror and not the first one?
AwesomeMod has a check in it, to see whether you are running a version which is "too old".  Just update with the latest version frequently and you'll never see this message again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Olop on 2009 July 13, 17:15:46

So now I deleted the php file and just used the standard awesome.package:
Still the same.. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music no matter how often I try :(
Jordi's comment will help- you must have missed it!
Olop: You should not download config.php, it is the page where you can generate the config file to be downloaded. Just click the link, configure, and then put the generated aweconf.package in the same folder you put awesome.package in.

Hm I really did miss this post. But nevertheless it's not working ^^ Just put the aweconf.package into the mods/packages folder where my awesome.package lies but there's still the same error. With noscripterror the game crashes instantly and without it doesn't start to load and doesnt play the loading screen music
No idea why, I even changed some settings and build a new aweconf.package, I even redownloaded the awesome mod... Nothiing worked for me since now :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Saikatsu on 2009 July 13, 17:22:47
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 13, 18:10:58
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.

I tried this a long time ago, pre-Awesomemod, and it didn't work.  I was starting to wonder whether I was crazy or what, reading of people doing this successfully, so I'm relieved to find at least one person who has been unsuccessful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 13, 18:15:38
I have tried it now, it doesn't work for me either :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rosess on 2009 July 13, 18:27:42
My sims pick up extra copies of their books from other people's trash cans.  Some people have no appreciation for fine literature. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phyllis_p on 2009 July 13, 18:29:07
My sims pick up extra copies of their books from other people's trash cans.  Some people have no appreciation for fine literature. 

Interesting. Is that just since No Raymundo and townies stealing from the library (now fixed), or was it that way prior to No Raymundo? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 13, 18:50:23
Interesting. Is that just since No Raymundo and townies stealing from the library (now fixed), or was it that way prior to No Raymundo? 

There has always been a chance of finding Sim-written novels in the trash, though I believe it is supposed to be limited to books rated as flops.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 13, 18:58:55
There's nothing that was added to any of the things that you claim are crashing, so if you're crashing, it's probably due to overheat issues. CAS is a known cause of overheating.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 19:41:32
There's nothing that was added to any of the things that you claim are crashing, so if you're crashing, it's probably due to overheat issues. CAS is a known cause of overheating.

Just the CAS? Hell, the whole game in general is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bagfran on 2009 July 13, 20:46:29
Before posting here I checked through the whole of this thread and other related threads, and whilst I did see a similar issue reported, there was nothing that exactly matched the Awesomemod/game problem I seem to be having.

Yes, without Awesomemod I am indeed experiencing the same problem with my game as many other people, i.e. virtually all the sims in my neighbourhood goofing off work and hanging out at the beach instead (and frankly, who can blame them?), and getting fired as a result. But, with Awesomemod installed I think the issue is slightly different. If you will please bear with me, I will try to explain.

Let me start by saying I am using the most recent version of Awesomemod, with the vanilla configuration, and that I have not used Supreme Commander or any of the cheat box stuff; I just let the mod do its own thing in the background and don't interfere.

OK, as far as I can see, as well as retaining wishes and opportunities when a household is not active, Awesomemod also saves the sims' motives (hunger, energy, etc.); I've noticed that I can leave a household and come back some time later to find that the sims' motives have changed very little, if at all, even if they have supposedly been sleeping, eating, etc. during that time. So, for example, I can leave a household after tucking them up in bed for the night and come back the next morning to find that although time has passed and they have supposedly been sleeping all the while, they are still just as tired as when they went to bed!

The inevitable consequence is that if one or more of the motives is saved when very low, and if by some miracle the sim actually goes to work of their own accord, then their performance will be poor and they will be fired anyway...at least this is what seems to be happening in my game anyway.

So, I suppose I am asking two questions:

1) is this to be expected with Awesomemod, and do I just have to live with it, or in a future version could there perhaps be an option to allow motives in an inactive household to change appropriately (i.e. energy to increase at night, hunger to decrease at mealtimes, as in the unmodded game) whilst wishes/opportunities are still retained;

2) would it be possible to eventually provide a fix to the very annoying (EA-derived) problem of a lack of work ethic amongst the townie community, please? :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 13, 20:49:50
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 13, 20:57:28
Hello wile reading the Buggednesses Thread, some one made note of the code "Babyboom"

After using forceMovein to move in homeless sims, I used Babyboom to add some children to my Legacy neighbourhood. All worked fine but I now have 9 Sims in my household and there are only thumbnails for 8 of them.

The one who does not show is the oldest sim in the household. He has reached the end of his lifespan but he's sticking around for a bit as they do; it is very irritating not having a thumbnail for him even though I have been letting him run on freewill most of the time.

I suppose further thumbnails are not enabled and will not be until there is an EP that includes "Pet/Visitor/Roommate" type household members.

I looked in the awesome mod notes and here yet find no note about it. Can some one fill me in on more about how this works please. Such as,  does it only give couple's of age a baby or any female of child bearing age?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShortyBoo on 2009 July 13, 21:07:20
I have no idea if this was caused by AwesomeMod or not, but my sims no longer have the option in City Hall to change their names. I've switched families, and it's the same for all of them. It worked fine until rather recently. Because of this, I've had to resort to using editsim to change names of sims. While I was at it, I did make a few tweaks to sims that were born in game (like changing a blonde haired, green eyed sim born to two parents with black hair and brown eyes so he looked more like he should have) and changing a few of the traits the game assigned them while I was away from the family. One sim, though, was born kind of fat, even though his parents are both skinny, so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be? I've now gone to having him exercise everyday after school (he's a 12) but his body shape won't change at all. I'm guessing that the genetics in this game don't work properly because I've had lots of sims with hair & eye colors that neither parent has and body shapes way different from their parents.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 13, 21:24:17
Hello wile reading the Buggednesses Thread, some one made note of the code "Babyboom"

I looked in the awesome mod notes and here yet find no note about it. Can some one fill me in on more about how this works please. Such as,  does it only give couple's of age a baby or any female of child bearing age?
From memory (not at my game machine right now).  Type "help" in the cheat window to see what the cheat does.  Explanation: add 1 baby and 1 toddler to each household.

One sim, though, was born kind of fat, even though his parents are both skinny, so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be? I've now gone to having him exercise everyday after school (he's a 12) but his body shape won't change at all. I'm guessing that the genetics in this game don't work properly because I've had lots of sims with hair & eye colors that neither parent has and body shapes way different from their parents.
Known issue.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: smokeverbs on 2009 July 13, 22:20:17

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards

There are no previous versions of Awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 13, 22:25:03
There are no previous versions of Awesomemod.

Well there actually are but Pescado doesn't keep them hosted. I'm sure plenty of people have them sitting around on their hard drives though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spammer on 2009 July 13, 23:52:52
Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: itskenrs on 2009 July 14, 01:18:17
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

You arn't by any chance running a mod that affects books are you?  I'm having the same issue, but I'm 98% sure that before I added a mod to increase writing speed my books used to show up in the book store, haven't seen a book in the store since.  Didn't really look any further into it since my sim didn't get any extra cash from the bookstore sales, and I prefered the faster writing speed. (2% probability that I dreamed the whole thing)

...so I changed his body to skinny with some muscle. But after I finished in CAS, he was right back to his old body. I tried it again, with the same results. Every other thing I've changed through editsim has stuck, but this won't. Is this how it's supposed to be?....

From the download page:
7.  "editsim <SIM NAME>": As above. EXPERIMENTAL and UNSUPPORTED.
     Can edit facial features and favorites. Do not attempt to change a sim's
     weight, age, or traits using this command. No support will be provided
     for this command: YOU ARE ON YOUR OWN!

Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance

mmmmm... Oh.. well... you could either have your sim "Really" get to know the sim you are curious about.... or you could do what I do... CTRL Click said sim - Select said sim - Learn what braingoopy stuff I needed - CTRL click - select my original sim - and continue on my merry way after makeing a mental note to NOT let my sim breed with the one I just checked out.  Generally takes bout 15 seconds... (unless I decide to screw with selected sim - then it could take me awhile) IMHO much easier than going to command line mode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Telamond on 2009 July 14, 02:34:34
Is there any way to tell if my households has been blessed or not? The FAQ mentioned something about a halo, but I'm unsure how it looks like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 July 14, 02:39:43
Hey Telamond,

When you look at your houses that have been "blessed" from the Map View... all the ones that are blessed will have a yellow icon instead of the blue or w/e game colored one... so this is just one way to ascertain whether or not you've already blessed a house or not...   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Telamond on 2009 July 14, 03:14:41
Thanks for the help!
^^ It's a bit of a lime-green, chartreuse kind of colour, but I guess it's a bit yellowish as well.
Is there a way to specify a specific household if they all have the same surname?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 14, 03:18:16
@loopsydoo and others: In order to sell sim-written novels to the bookstore, they have to be in the sim's personal inventory. After a sim writes a novel, the novel gets delivered in the mail the next day. The sim can then take it from the mailbox and sell it to the bookstore, and then the bookstore can sell it. I haven't done this since installing AwesomeMod, so something may have changed, but I don't know why AM would alter it, so it should work.
Tried this, have yet to see the books show up in the bookstore's stock. Currently have AwesomeMod installed, figured I was doing something wrong and got sidetracked before testing on a new game without AM.

I tried this a long time ago, pre-Awesomemod, and it didn't work.  I was starting to wonder whether I was crazy or what, reading of people doing this successfully, so I'm relieved to find at least one person who has been unsuccessful.

I just tried this, and it's broken for me, now, too. I suspect that the patch may have broken it. That, or my memory is phail. I could swear that it worked at one time, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spammer on 2009 July 14, 07:37:48
Hi there..

Is it possible to show a list of all traits of a specific sim?
Just like this: showtraits [sim]

thanks in advance

mmmmm... Oh.. well... you could either have your sim "Really" get to know the sim you are curious about.... or you could do what I do... CTRL Click said sim - Select said sim - Learn what braingoopy stuff I needed - CTRL click - select my original sim - and continue on my merry way after makeing a mental note to NOT let my sim breed with the one I just checked out.  Generally takes bout 15 seconds... (unless I decide to screw with selected sim - then it could take me awhile) IMHO much easier than going to command line mode.

Uhm... well thanks for the answer...
The sim I want to know the traits of is my own sim. The reason I underlined the "all" was meant to say that I wanted to know all the traits of my sim. Not only the 5 I'm able to select myself.
I'm speaking of the invisible traits as well. Like the "Rocker" or "Can Sneak" etc


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 14, 08:18:24
What I wish for, is that the books you write automagically shows in the bookstore list, no selling-books-to-store needed. You really sold the book to the publisher, didn't you? Who heard of a writer having to peddle his books at each store also. And they show in library, so why not in the store? Silly EA.
While writing wishing list on this theme, I'll add a Supreme Commander function to order them to write books. As titles are given, I would like to assign one ore more simmies to create books for the hood.
Posting this in request thread also, as it is probably more appropriate there - even if the discussion started here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 13:26:10
Has already been done, will be an option in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 14, 13:45:19

Going to go back to the previous version of AWE mod and see if my townies spawn again as they did before.

kind regards

There are no previous versions of Awesomemod.

Hello

Whenever I change something dramatic on my pc I always copy the file or files to be changed to another hard drive.  It comes from experience of having many games either improved or actually made worse by updates.  So I keep the changed files in a safe place so I can simply revert back if need be.

Having said that I have not done it yet as I wanted to test the latest version with a clean hood.  Perhaps it was having trouble with changing an already established well played hood.

It is a fantastic mod, I love it but unfortunately I have elders... elders...and  elders again and no new spawns, not even with the three merge choices set to disabled.  I have the story messages enabled so I can read the story mode events but it simply states a new family has been created but they are nowhere to be found.  They are not merged with existing families and are not working in jobs whilst being homeless.  The messages state so and so have baby to so and so but 'so and so' are not anywhere in my hood either.

For instance we always get Lee Chung (or Chung Lee) after a while of playing Riverview.  He spawns, merges with another house and lives his life.   The same with a female called Cherry something and another teen called Lydia Pearl.  Well now they never turn up but the story mode states at 1.am....'so and so have baby to chung'.  This happens repeatedly, someone have baby to Chung but there is no Chung, nor the female who is supposed to have the baby.  All these new familiar (from previous pre mod games) townies simply do not arrive in my hood anymore.
I am so torn between having and not having the Awe Mod as it cures so many other nasty bits such as the baby spawn and make sacred etc.  I have tried to fill the hood myself with selfmade sims but this seems to make my game crash to desktop every single time.  I clear the caches but it still crashes upon new selfmades.  I know this is voodoo but it does not happen if I refrain from making selfmades to fill my hood.

My other option is to turn aging off so that I do not end up with many elders but that is kind of boring, I like to see the changing faces and new sims as time marches on.

EA may have severly shortened the longevity of S3 as we cannot tailor make our own hoods anymore as we could in S2.  Making our hoods how we like it is what gave S2 the choice of different game play styles.  This version simply wants us to live virtual lives, get up, work, eat, reproduce and die.  Its going to get pretty boring very quickly if we cannot easily play a different way as we always could in S2 with the pick and choice of mods we liked.  Rumors for the first Ep is about Vacation, I hope not, a bit fed up with pretty trees and pretty houses and pretty this and that.  Give us a dirty city containing livable tower blocks with night clubs and bars and risky areas that are a no go at night etc.  Something different, if I see another pretty tree I will be sick.

Oops babbled on a bit here, sorry.

Kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 13:54:36
Well I do think Pescado is rather extreme in his stringent requirements for home ownership. If the Story Mode actually worked well and sims went to work when they should and actually accumulated funds, and heaven help them, maybe even did things in their spare time like write and paint and grow plants and play money for tips etc then it wouldn't be such a problem because they could at least afford a starter home in not much time. However I think more and more it's come to light that the Story Mode EA created is pretty much fuct and they used so many shortcuts, cheats and bandaids it's not even funny.

Meh, I wish he'd at least make an option for the awesomemode config to give them a damned handout. Yes, yes I know it's against every fiber in his being, but the EAian story mode system is stacking the deck against those sims with it's stupidity and craptacularness and it's making the sim dream of home ownership near impossible. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roflganger on 2009 July 14, 14:01:54
If you want to move homeless Sims into the neighborhood, give them enough of a handout with familyfunds so that they can afford one of the existing houses.  To keep the neighborhood growing, it helps to have a supply of low cost homes available.  I've been going in once each day (real time) and building starter homes with 3 beds and the basics and have gotten pretty good at keeping it below 16K, so that even single Sims can move in.  Story Progression, by EAxian design (if not intent) can be slow to make things happen, so you may have to exert some of your godliness over the neighborhood at large and move them into bigger houses occasionally to keep the starter homes clear for newcomers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: imyourboy on 2009 July 14, 14:04:39
I agree about the elders.  My town has all elders.  If I take my YA anywhere there is no one to talk to but elders.  They do die a lot.  I took him to the public pool yesterday and, of course, elders everywhere.  I watched as the Grim Reaper came twice to take two of them while swimming.  

Took him to the restaurant and the Grim Reaper showed up there to take another.

Doesn't the game generate new families?  Where do they go if it does?  Every night everybody in the entire neighborhood moves out.  I run storyprogression move in but the next night they all move again.  I'm getting so sick of elders.  I think I will kill them all off and make all new families.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lisen on 2009 July 14, 14:18:25
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?

I have exactly the same problem!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 14, 14:26:20
I'm not sure if this has happen to anyone else but
I tried to save my game last night and it would spun for about a minute or two and give me an
error telling me to read the readme file and tried to save it again and the game crashed.
I then loaded up sims 3 again a saw that my saved file had now become corrupted.
What the hell happen?

I have exactly the same problem!

was it error code 12?
the deductive powers on another site have concluded that gremlins are the cause.

I updated video drivers and bios and cleaned dust from my case and heatsink, and am no longer experiencing that.



I have my own question. Well, questions. When updating awesomemod, do I simply need to let it overwrite the previous version? Also, do I need to do anything with the separate config file?

btw, since installing the config file a couple days ago... no more loading crashes. yay.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 14:43:20
I am so annoyed about the selling of books. My sim writes a book, and its not for sale in the store. Why? It even became a best seller, but no one can buy it, only read it in the library. I guess this is core modding?

You arn't by any chance running a mod that affects books are you?  I'm having the same issue, but I'm 98% sure that before I added a mod to increase writing speed my books used to show up in the book store, haven't seen a book in the store since.  Didn't really look any further into it since my sim didn't get any extra cash from the bookstore sales, and I prefered the faster writing speed. (2% probability that I dreamed the whole thing)

All tuning for the writing speed (pages per minute, lennghts of books, bonuses for power writers etc pp) is in the "Writing" resource, which has nothing to do with the bookstore (that's tuned with an entirely different resource, named "Bookstore"). So if what you have there is one of the usual "go faster" mods, it won't affect anything bookstore-related.

For all I know, Bookstore is fed by a static list of titles which do not include sim-written books. I believe JMP said he'd fix this with a future awsomemod edition.


Another book-related observation: I realise that the "stealing books from library" thing has apparently already been fixed, but one thing I observed in my own game is that any books *on the floor* are being nuked at some time during the night in inactive households. I believe the game thinks they're trash? This may contribute to the disappearing books issue that some people have seen (what if someone tries to put back a book, can't do it or some reason, and drops it on the floor instead?), and is also something I would like to see changed if it hasn't already -- books for toddlers, for example, have to be on the floor for the toddlers to be able to read them in their own, and also .. well, just because a book is on the floor that doesn't mean it's worthless.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 15:47:20
Meh, I wish he'd at least make an option for the awesomemode config to give them a damned handout. Yes, yes I know it's against every fiber in his being, but the EAian story mode system is stacking the deck against those sims with it's stupidity and craptacularness and it's making the sim dream of home ownership near impossible. :P
I've already modified the fundinit rules to initialize them with more funds to simulate their pre-moving-to-your-neighborhood existences, so that older sims and larger households receive a larger chunk of starting funds, making it more likely they can afford an appropriate home, but THERE WILL BE NO HANDOUTS. Additional tweaks when I rewrite storymode will make it so the spawned sims will have a composition that better fits the neighborhood they are being spawned into...but again, I will never, ever, ever, give anyone a handout, as this is against my religion. I am taking an opposite approach to how EA and IndieMod are implementing story mode, however. Instead of the "Story" being driven by a heavy-handed top-down autobalancer that attempts to force the story to conform to a prebuilt image, I am writing it as a "ground-up" motivator, where sims function as active actors that CAUSE events to happen, rather than passive victims upon whom events are inflicted. The EAxis Progressor, for instance, arbitrarily decides a number of random events, then picks similarly random victims upon which to inflict them. Of course, this provides no sense of direction because the sims themselves are not steering their fates in any way, they are simply passive victims of an uncaring random toad machine. IndieMod takes a somewhat more advanced approach, in that it attempts to pay somewhat more attention to their traits, but ultimately is still a top-down driven model in which a dictatorial machine forces the sims and neighborhood to conform to a preordained average composition. IndieMod leans heavily towards the "Story" part of Story Progression, so will very visibly create a sense of STORY, if by "story", you mean "something you can be notified about in a dialog box". It also does a much better job, apparently, in maintaining viable neighborhoods over the long term, presumably because it is essentially a top-down driven balancer, cramming characters into predefined "stock roles" like "town bully", "slut", etc. The prototype driver for AwesomeMod, however, will not incorporate any such driving mechanisms, nor will it include a colorful and verbose headline generator: We focus on the "Progression" aspect, where sims progress according to their goals as determined by their wants and personalities, aimed at "show, don't tell" style where possible (for obvious reasons, this is not always possible simply because giving sims micro-directions is massively computationally intensive), but superfluous "random toadings" are to be avoided. A side effect of this is that I need more test victims, because without a top-down driven balancing system, there is no guarantee the results will be "stable": Your neighborhood could explode into overcrowdedness, or it could die off as a ghost town...and this will all occur likely because of the conditions you build.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 15:53:46
I'll test. Anything is better than having half a town of homeless and having to jump through hoops with cheat codes to move their asses in somewhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 15:55:31
Testing builds will only be available in grah, due to the fact that the rigorous high-speed build process can't really be effectively followed with the time-lag a forum induces. Grah is not for the easily butthurt. If you are really interested, we will inform you when the initial story mode tests begin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 15:57:52
As far as the handouts go, I'm using a way to split up funds when moving sims out that I haven't seen posted anywhere -- helpful when you want to move out one sim with almost all of the funds in order to build a new house, for example, or just in general for splitting the funds in any way you wish:

1. from "Edit Town" view, do "Split Household" -- at this point, awesomemod will distribute the family funds equally to each YA-or-older sim (for example, the household has 10.000§; sims A, B, C stay and D moves out, so D receives 2.500§)

2. when Sim D is on the clipboard as a new household, use familyfunds to redistribute the funds (e.g. familyfunds ABC 2.000§, familyfunds D 8.000§) -- you'll notice that the funds for the old ABC household will "take" but the funds for D will not -- they'll still show 2.500§ on the clipboard and will be unable to move into their destined 8.000§ shack;

3. Now, and this is the important bit, do a "fake merge" of D with ABC (or with any other household): do "Merge With", but then only OK the dialogue as it is without actually moving any sim around on the panel. Household D will already show with 8.000§ on this dialogue, but you have to click "OK"  in order to get the game to actually register D's funds. It'll go "Processing" for a bit, and after that D will still be in the clipboard but this time they'll have their 8.000§ -- so now you can move them into their actual new house.

Sounds more complicated than it is, probably -- it's actually just one extra step: Merge, do nothing, OK. This leaves all inventories intact and doesn't stomp queues or anything on the old lot, and I find it less time consuming than the oldskool way of moving D into an empty lot and familyfundsing there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 14, 15:58:47
Testing builds will only be available in grah, due to the fact that the rigorous high-speed build process can't really be effectively followed with the time-lag a forum induces. Grah is not for the easily butthurt. If you are really interested, we will inform you when the initial story mode tests begin.

Yeah, let me know. I think I remember popping in there a bajillion years ago during my TS2 time. And I'm not easily butthurt. ;)

As far as the handouts go, I'm using a way to split up funds when moving sims out that I haven't seen posted anywhere -- helpful when you want to move out one sim with almost all of the funds in order to build a new house, for example, or just in general for splitting the funds in any way you wish:

1. from "Edit Town" view, do "Split Household" -- at this point, awesomemod will distribute the family funds equally to each YA-or-older sim (for example, the household has 10.000§; sims A, B, C stay and D moves out, so D receives 2.500§)

2. when Sim D is on the clipboard as a new household, use familyfunds to redistribute the funds (e.g. familyfunds ABC 2.000§, familyfunds D 8.000§) -- you'll notice that the funds for the old ABC household will "take" but the funds for D will not -- they'll still show 2.500§ on the clipboard and will be unable to move into their destined 8.000§ shack;

3. Now, and this is the important bit, do a "fake merge" of D with ABC (or with any other household): do "Merge With", but then only OK the dialogue as it is without actually moving any sim around on the panel. Household D will already show with 8.000§ on this dialogue, but you have to click "OK"  in order to get the game to actually register D's funds. It'll go "Processing" for a bit, and after that D will still be in the clipboard but this time they'll have their 8.000§ -- so now you can move them into their actual new house.

Sounds more complicated than it is, probably -- it's actually just one extra step: Merge, do nothing, OK. This leaves all inventories intact and doesn't stomp queues or anything on the old lot, and I find it less time consuming than the oldskool way of moving D into an empty lot and familyfundsing there.

Wait, if you are splitting them off don't they have the same family name and thus if you do familyfunds Jones 10000 and they are both Jones then they both get set to 10000?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 16:14:37
Wait, if you are splitting them off don't they have the same family name and thus if you do familyfunds Jones 10000 and they are both Jones then they both get set to 10000?

I haven't run into that situation yet (my sims don't often marry, so most of the time there'll be different lastnames in the same lot), but as far as I've seen the household name is independent of sim names -- you can always change it, even just temporarily, e.g. to Jones I and Jones II. If I'm not mistaken you can edit both names directly in the "Split Household" screen, and you can definitely change all household names from Edit Town view (just enter whatever you like in the lot description panel).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 16:58:07
Instead of the "Story" being driven by a heavy-handed top-down autobalancer that attempts to force the story to conform to a prebuilt image, I am writing it as a "ground-up" motivator, where sims function as active actors that CAUSE events to happen
This is exactly the way I play (only that right now I do it all manually), and I'd like test this at some point in the future -- right now I'm 1. still not patched, and 2. have no use for any sort of auto-progression whatsoever.

I have a sort of "meta request" (or rather, suggestion) related to this: would it make sense to split the awesomemod discussion/requests into 1. story progression related stuff and 2. everything else? Maybe I'm mistaken, but to me it appears like these are two distinctly different areas, and the storymode part seems complex and vast enough to warrant its own thread/subsection/whatever. It would be easier to follow, I believe, both for those who are mainly interested in the story progression stuff and not so much in, say, missing books, and for those (like me, atm) who are only interested in everything BUT story progression.

?

If you can't be bothered to do this, ignore me (maybe it's a silly idea anyway, seeing as many of the "other stuff" *also* affects the way story mode works) -- I just wanted to mention that for someone who doesn't play with careers, townies, rabbitholes etc pp, it does look like there's two very different sections in one at the moment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 14, 17:02:06
I have a sort of "meta request" (or rather, suggestion) related to this: would it make sense to split the awesomemod discussion/requests into 1. story progression related stuff and 2. everything else? Maybe I'm mistaken, but to me it appears like these are two distinctly different areas, and the storymode part seems complex and vast enough to warrant its own thread/subsection/whatever. It would be easier to follow, I believe, both for those who are mainly interested in the story progression stuff and not so much in, say, missing books, and for those (like me, atm) who are only interested in everything BUT story progression.
You could, yes. Feel free to start doing so.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 14, 17:31:19
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: endalora on 2009 July 14, 17:34:22
i remmber seeing an option to delete all clones somewhere in the game a while ago- anyone know where it was??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 14, 17:36:57
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.

Um, simply turn it off, if you don't want to deprive your sims of the fun of cleaning up their shit? You're aware you can config this, right? I've turned it off in my game, and my sims have to clean up on their own.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2009 July 14, 18:22:35
Is there a way to slow down how long it takes "The hand of god" to delete the plates and drinks in the home? It cleans up to fast for my party & neat sims.

Um, simply turn it off, if you don't want to deprive your sims of the fun of cleaning up their shit? You're aware you can config this, right? I've turned it off in my game, and my sims have to clean up on their own.
Ya I know i can turn it off. But I want it on for most my sims , just the time it take to clear it slowed down. Maybe I should asked for that is request then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 14, 22:09:49
I would also be interested in testing the story functions. Let me know when and how.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 02:22:22
In my game I had a family with 8..the mom then got pregnant and had a baby. As soon as they arrived home from the hospital and the baby was added to the family the mother was no longer controllable. She was still in the house but I couldn't click on her or anything. Now I can't even make her take care of her kids! Is this something that has been discussed because I couldn't find anything about it anywhere. Is this fixable?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 05:14:01
Sorry, I've been away for a while, so I didn't see the introduction of this house-swapping code. It happens at 1 am, and it's shifting all the families around. I really don't like it. No matter what reason there is for the change, I don't like it! So, is there a way to turn this off? Personally, I don't care if a house is too small for a family. I don't care if half the people in it are sleeping on sofas. It's tough for them, but that's OK because the house suits them. So... that being the case, is there any way to turn it off?

Edit: Expanded a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: StormchaserOne on 2009 July 16, 05:31:58
You can't it is EA Coding.  Even if you play the game with no mods you always swap houses.  Reason 18376445 why EA sucks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 16, 05:34:55
In my game I had a family with 8..the mom then got pregnant and had a baby. As soon as they arrived home from the hospital and the baby was added to the family the mother was no longer controllable. She was still in the house but I couldn't click on her or anything. Now I can't even make her take care of her kids! Is this something that has been discussed because I couldn't find anything about it anywhere. Is this fixable?
I think pressing the spacebar selects another sim... So you should be able to select the mother who mom who is no longer visible on the side menu.  I'm not sure though as I've never had so many sims on a lot.  (or rather when I did I killed off some of them to bring it back to 8 as quickly as possible.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 07:54:41
You can't it is EA Coding.  Even if you play the game with no mods you always swap houses.  Reason 18376445 why EA sucks.

Umm, I'm not sure about this. I've been playing with AwesomeMod from day-one, and I've never seen Sims change houses. I've had story progression on, but I've stopped them leaving. And, from just playing through, the Bachelors and Wan-Goddard and whoever else haven't ever moved. I know where they are, and that's where I expect to find them.

And, as an experiment, I took out AwesomeMod and played my game through 1 am, and I don't think there were any changes. I don't know where they all live, so there could have been a change to the lesser-known households.

But, in contrast, with AwesomeMod in, I play through 1 am, and guess what? 9-10 households decide that their house isn't good enough and change. The Frios don't like it at the beach, and so sell their $70,000 (2 be, 2 ba) beach-front property and buy the Americana, a $60,000 (2 be, 2 ba) house in the middle of town. What's the sense in that? And, like I said, about 10 households moved. The Bachelors moved from their original 3 be, 3 ba house (the one with the garden and play equipment) to a 4 be, 4 ba house. That may be logical, since the children aren't young anymore and now there is a bed for each of them. But... aren't the parents supposed to share a double bed? I mean... I don't understand. And, because it's complete nonsense, I'd rather the game not do this. And, I'm positive AwesomeMod (in it's current state) has made it worse, somehow - although maybe it's just a case of "improving" what's already happening, the end result is ghastly. Maybe the base game does this without me having noticed before... but, I've been playing T3 for a long time now, and I've never seen this before.

So, what's up with this? It's a change that has only been introduced lately, I think. I'm not saving my game with such radical movements taking place. Maybe I'll start a new game and see if this happens to new Sim households. I'd really like an option to turn this off. I like static households. I like that tradition houses stay with traditional families, regardless of that family's growth... Maybe I'm old fashioned?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: StormchaserOne on 2009 July 16, 08:06:47
I been playing since day 1.  And, I seen homeless sims move in.  Then they bounce around.  I was playing with the Keaton family and they totally disappeared and became homeless.  This is not new and I do not think Pescado even messed with something which is hard-coded in the core.  And, you need to play for much longer to see them actually start playing musical houses.  After 72 hours of straight game play prepare for non-stop musical houses and homeless sims to extra roommates and a huge baby boom.   Awesome mod is not even involved.   Try every neighbor with 3-5 kids and sometimes both parents do not even live with the baby.  It is the longer you play the more bouncing around you will encounter. 



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 July 16, 08:12:17
I had musical houses from day one.

Don't forget though that you can make a house ancestral (just add the name of the household anywhere in the house name) and the household will stay put. If you want your famblies to stay in one place, that's the way to go.

I don't mind them moving at all, but making the moving a bit less ADD would be great. Some famblies in my hood hop around every single night :p


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2009 July 16, 09:53:36
I had musical houses from day one.

Don't forget though that you can make a house ancestral (just add the name of the household anywhere in the house name) and the household will stay put. If you want your famblies to stay in one place, that's the way to go.

I don't mind them moving at all, but making the moving a bit less ADD would be great. Some famblies in my hood hop around every single night :p

Oh God! Is that right? I'm going to add that right away. :) All's forgiven. But, honestly, I haven't noticed the moving around at all. And, my game's been going for a while. But, I think I'm going to start a fresh game and save things before 1 am, and then watch what the game randomly does. If I don't like it, I'll correct things. But, before anything, I'll go ahead and make all the important households ancestral. Thanks, to Stormchaser and Nepheris. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 13:35:54
Well, I tried to use the space bar to get my mom to pop up but to no avail. It only moves from one sim to the next that are already showing on the left. I wanted to make a very large family but as soon as the 9th person was added I lost control of the mother so how am I suppose to get her pregnant again! Also, she's not doing a very good job of taking care of herself or the kids and I can't make her do anything. Others in the household can still interact her but she's totally autonomous...urggg. I'm so hoping there's a solution to this that I'm just missing because if you can't play the family- it kinda defeats the purpose of having more than 8 and enabling pregnancy on a full lot!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 16, 16:04:50
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.


Title: I prove my inability to use windoze
Post by: Daimon on 2009 July 16, 16:49:15
I'm really hoping that I won't be shot and mauled for stupidity, and that someone has a helpful tip. I have awesomemod (up to date), the framework, a number of cc, everything... And until as of now, everything has worked just fine. I deleted my cache files to install a new awesomemod, and bam! All hacks simply do not load, awesomemod included. I have no friggin ide what just went haywire, but whatever it is, it seems to cause my game to ignore package files altogether. I checked that resource files are as they should be, there are no other core mods, nothing new except this awesomeod install, and for some reason I can't really make myself believe that His Awesomeness would release something that nuked the entire game. Halp?

Edit: Voodoo. Taking all hacks out and reinstalling them again with Delphy's monkey fixed everything. I stand cluelessly baffled but happy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 July 16, 16:52:02
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the top left and hit SPACE once.

I concur I have a Sim family that has two people not shown in icons along the left hand side of the screen but I can control them just fine. I just select the top shown Sim and hit space - tell that hidden Sim what to do and hit space again to direct the second hidden Sim. It's a bit of a pain but not impossible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shelzj on 2009 July 16, 17:51:44
Def will give it another try! I may have overlooked it because I was assuming I would see the face pop up on the left... sorry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 July 16, 19:39:03
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.

I just right click on a sim and it selects them o.o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dakakata on 2009 July 16, 19:48:44
what the hell is a Enable12Woohoo? is it 12 kinds of position woohoo or wat?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 16, 21:32:52
It only moves from one sim to the next that are already showing on the left.
Keep hitting SPACE. SPACE just toggles down the line. Eventually you will get to her. Now, you aren't going to see her icon on the far left. You will see her below, with all her widget panels. The fastest way I've found is to click on the sim icon shown on the torp left and hit SPACE once.

I just right click on a sim and it selects them o.o
I always forget about the wrong-click thing. SPACE is easier when they are out of sight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 00:34:44
My mother is having a problem with her game right now. She starts it up and its really slow normal speed, speed 2 and speed 3 go the same speed. It sometimes fixes after five minutes or so  and there's other times that it wont fix at all.

Also she is having problems with lifetime point items. She would buy one and the next day she would play it the item would become a black square she has to buy it again. Can someone help please? Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 17, 00:47:06
Be a good child and patch your momma's game for her. See if that fixes anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 01:02:43
the patch EA released you mean? We already did and I updated her awesomemod since she said it gave her a message saying hers was about to expire. It didnt seem to work either. Any ideas tho


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: geekgirl on 2009 July 17, 01:06:44
Does she have an older processor or not enough RAM? Sims 2 was very very slow for me during the last few months of my ancient and venerable shitty computer's life, and it sped right up to normal when I built my shiny new computer.  Have you tried setting all the graphics/performance options to low? It will not be as pretty but might be faster. Turning off story progression may help a little if the slowdown is mostly at night.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 17, 01:14:39
we bought a new laptop for it for her and it was working excellent i just dont know what happen i dont know if it was CC she downloaded or awesomemod. We download from Mod The Sims sometimes. We both have awesomemod but on my laptop it works perfectly fine. Shes the one having this slowness problem


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: janinechloe on 2009 July 17, 01:28:41
Try removing all the hacks/mods and play see if there is any difference. If all else fails try reinstalling and patching the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2009 July 17, 04:40:56
Let me preface this post by saying that I freely admit to being clueless and non-tech-savvy, so I hereby open myself up for excoriation if the answer to my question should turn out to be something simple.

That said, I am at a loss as to the "bless" and "radar tracking" features of AwesomeMod.  Can anyone give me a brief explanation of what they are and how or why I should use them?  Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 17, 05:05:24
You shouldn't. These aren't the droids you're looking for. Move along now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asciident on 2009 July 17, 05:54:14
And if you want to disregard Pescado anyway, you should maybe read the first page of this thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 July 17, 17:26:20
Anyone here knows if the babyboom cheat will spawn random babies or will it create them with the genetics of the existing families they are spawned into? I'm afraid I'm well on the way to a retirement camp,too... :( Or is there a shortcut (short of the Indie mod) to make them marry/get pregnant without the whole socialization madness, so that I could pair up my townies quickly? The existing families got some babies in the beginning, but the grown up kids don't seem to want to marry anyone...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 17, 18:28:26
Anyone here knows if the babyboom cheat will spawn random babies or will it create them with the genetics of the existing families they are spawned into? I'm afraid I'm well on the way to a retirement camp,too... :( Or is there a shortcut (short of the Indie mod) to make them marry/get pregnant without the whole socialization madness, so that I could pair up my townies quickly? The existing families got some babies in the beginning, but the grown up kids don't seem to want to marry anyone...
They are completely random babies... and the cheat isn't a part of Awesomemod... It is an EA hack that is unsupported.  The babies will be completely unrelated to anyone in the household and will not share the genetics with anyone either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 17, 19:28:29
What does the "spawn (count)" command do exactly? Does it just spawn randomly generated homeless sims around town?

On that note, is it possible to force homeless families to move into a house instead of existing in limbo?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 17, 19:54:11
is it possible to force homeless families to move into a house instead of existing in limbo?

Short answer is yes, long answer is it's complicated.

Shannonng wrote a tutorial to do it here: http://www.moreawesomethanyou.com/smf/index.php/topic,15885.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15885.0.html)

However, for some of us that is not working even when we've given enough funds to the families and there is enough available housing.

Zazazu has suggested a cruder and more complicated sort of brute force method of doing it here: http://www.moreawesomethanyou.com/smf/index.php/topic,15885.msg458485.html#msg458485 (http://www.moreawesomethanyou.com/smf/index.php/topic,15885.msg458485.html#msg458485) but I have not bothered to resort to going through all that so far.

As of yet neither Awesomemod nor Indie Stone is particularly good in my experience in dealing with homeless problem, though you can always use the preferred Pescado method of just nuking them all with "destroyalltownies" :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2009 July 17, 22:02:45
And if you want to disregard Pescado anyway, you should maybe read the first page of this thread.

Well, I did that, but all it says is "storymode protection".  Unless I am misunderstanding, I would assume that would stop them from being killed on a bus, moved out, etc. etc... all of which are things that awesomemod does already.  So... I'm confused.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 18, 01:51:45
I can't get 'droptrait Technophobe' to work... tried it with lowercase, tried some possible incorrect spellings...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 18, 01:52:10
Internally, the Technophobe trait is called "AntiTV".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mikrokitty on 2009 July 18, 01:53:08
Thanks for the quick response :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZeKat on 2009 July 18, 09:05:35
Parthenogenesis woes: I'm always playing with the newest version of Awesomemod, but I still had a single-parented baby spawn suddenly.

I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Edit: Aging was off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 July 18, 11:28:27
but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did he have a father at all or it just wasn't the husband? There is that thing called marital affair which would have nothing to do with parthenogenesis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 18, 11:40:40
I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZeKat on 2009 July 18, 13:36:31
Did he have a father at all or it just wasn't the husband? There is that thing called marital affair which would have nothing to do with parthenogenesis.
I still had a single-parented baby spawn suddenly.
No father at all. Thus why I called it parthenogenesis and was mystified.

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/

Well, I don't remember getting her pregnant before they moved... However, if we assume Awesomemod is awesome, then I must be unawesome, and probably got her pregnant and just forgot about it. In that case, it's just a combination of Eaxis phail and personal phail. I will assume this is what happened. Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2009 July 18, 14:39:06
hmm is it possible to "fix" the UI to allow it display more than 8 sim thumbnails? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: femsuii on 2009 July 18, 16:09:42
I started playing with the PedoBait and all, but is it normal for Grandpa Pedo to get arrested when he flirts with TeenGirl PedoBait who lives with him (as a roomie) in his own house? I tried three times (without saving, so it was his first 12) and the cops showed up everytime. However, a neighbor who dropped by was allowed to flirt with TeenGirl PedoBait in their (Grandpa Pedo and TeenGirl PedoBait) house and even woohoo and eventually knocking her up. After Grandpa Pedo got back from jail, he could flirt with Cleaning Maid (another roomie; female 12) after she flirted with him. And he even got her pregnant and later on woohoo'd with TeenGirl PedoBait without the cops showing. I tried several other sims but in their own homes the cops never came... only that time with Grandpa Pedo.


Oh, and did Awesomemod change the way the sim hairdye affects the gametes? I haven't tried dyeing anyones hair yet, because I don't want to lose the "form of genetics" we DO have. If not, is there any way it COULD be changed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: seelindarun on 2009 July 18, 19:14:21
Oh, and did Awesomemod change the way the sim hairdye affects the gametes? I haven't tried dyeing anyones hair yet, because I don't want to lose the "form of genetics" we DO have. If not, is there any way it COULD be changed?

No and no.
Awesomemod did change skin blending to be better, but nothing else to do with eyes or hair.  In the past, JMP has said it is impractical to implement Mendelian (TS2-style) genetics due to the number of possible colours.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: femsuii on 2009 July 18, 19:23:06
Yeah, I got that. I *could* live without the Mendelian genetics, as long as the hair dye could be less carcinogenic. There's no logic in hair dye which affects the gametes... you dye your hair for a change or because you don't like the colour or whatever, not so that your spawn will get those genes  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sleepycat on 2009 July 18, 20:45:27
All you have to do is change the spawns hair color to the color it 'should' be and that will change it's genes.  It's so easy to change that I'm not sure why some people make a big deal about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 19, 10:32:09
I'd moved out a couple from my main house, and the very next day, my playables get the want for a grandchild fulfilled. I check the family tree, and their daughter has spawned a son named Igor, but the baby has no relation to her husband. I thought Awesomemod would prevent this, or am I doing it wrong?

Did you move the pregnant woman, or her parents? That's not quite clear to me from your description.

This is so in my game as well -- when a pregnant sim moves house, the family ties to the father are cut. The only solution I know about is to not move. I haven't tested what happens when you'd only move the father. It is rather annoying that the game does nothing to prevent this, since to me it's not always immediately obvious whether or not a sim is pregnant =/

In my current game I have moved 3 pregnant sims, all show the proper ties to the father in the family tree. This is my legacy game, moving the extra daughters out after I knock them up. Fathers all live on other lots to begin with. I have a few move of these coming up in the next few days, I'll keep an eye out for lost family links.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 July 19, 15:32:24
This also happened to one of my sims when the father died. She also later moved out (totally disappeared) from the hood, WITH the newborn baby. I rescued her back from another save. Awesome Mod was installed when this happened.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 July 19, 18:46:10
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 July 20, 04:11:48
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???
I've been wondering this as well.  It never works for me; I just get a red sqare that tells me the seed can't be placed there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Insanity Prelude on 2009 July 20, 05:16:21
I'm coming in late to the party, and with the RLD->RZR version it's hanging up on that cz help file... but the uploads earlier in the thread have been taken down. I'm really not looking forward to redownloading the whole damn game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 July 20, 05:27:23
is there a trick to the "plant anywhere" feature?  it says it enabled but i seem but only be able to plant stuff on the home lot?  ???
I reported this as a bug around a week ago, followed up with a reminder and request for status or acknowledgment.  No idea if it's even been looked at - none of my sims can plant anywhere other than the active house lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 10:29:27
It should be working now. What is wrong with it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 July 20, 11:42:21
i get a red square if i try to plant anywhere but the active house lot

i even redownload the awesomemod to make sure i had the most current version


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lisen on 2009 July 20, 12:02:53
Well I can plant on community lots but not take care of the plant so I don't see the reason for planting?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 12:29:49
Ah, found the corner case that was causing it to sometimes not appear. Will be fixed in the next version coming Real Soon Now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 13:41:05
Yeah the thing with planting on a lot that isn't yours is it's kind of a cheap exploit because you never have to take care of the plant but can still regularly harvest it. In fact, in my experience it continues to be harvestable every day and never dies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 20, 14:01:36
Yeah the thing with planting on a lot that isn't yours is it's kind of a cheap exploit because you never have to take care of the plant but can still regularly harvest it. In fact, in my experience it continues to be harvestable every day and never dies.
To be fair, plants don't exactly die easily to begin with, and planting on ANY lot has this, because when you are playing ANOTHER sim, they are once again plants on another lot that can be freely raided without penalty. As plants are always outdoors, there is never ANYTHING stopping you from garden-raiding anyone you want. At least this way, you can create community gardens, which would otherwise be impossible, leaving you stuck with only the crappy EA-made versions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 14:12:55
Well it would be nice if the computer controlled sims could take care of their own damned plants on their lots, at least the ones they planted, and that the parks would have a gardener type person who did, and anything you planted you would be on your own to take car of, but I hardly expect such efficient behavior from sims.

Anyway, many plants do just fine without human intervention, after all they have been here a lot longer than we have! I guess the plant lives forever thing bugs me a bit but eh, I'll deal or I just won't plan on lots that aren't mine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 15:31:44
1st - i looked. I couldn't seem to find another who has asked as assinine a question as mine, And, I'm already having a bad day, as many hours of simming din't save;so please be gentle ..


<coughs nervously cos she has seen the wolves attack and go up in flames here!>

How do I know whether awesome mod is working? Is there a diff thing on the screen? I saw the Supreme Commander screenshot ... but have failed to find any thing else ......


thanks in advance?

Gurl Heroin



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 20, 15:41:18
Try typing "showconfig".

SupComm needs to be enabled in the Config file as it's experimental.

With SupComm, you can control + click on your Sim to bring up the SupComm option, which appears as something like a job tone in the upper-left corner with your macro choices (ie skilling, collecting, idling).



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Georgette on 2009 July 20, 15:52:53
@gurl heroin

Don't worry, I thought the exact same thing! Follow vikitty's advice and you should be sorted  ;)

Oh, and the people that get flamed are normally very arrogant and very demanding n00bs. You're not, so don't be so scared  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 15:58:27
thanks Vilkitty and Georgette ..

'nother dense one - where do i type that?
I typed show config in start (Vista - blch!) and in the cheat window and nuthin

thanks so much for answering so quickly! I am trying to get it fixed up so my daughter can play the Stickers family without affecting our Stamps family :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:02:12
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

The durn puters and their need fer exactness! I inadvertedly inserted a space!

So it is working now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 20, 16:16:07
If ShowConfig popped up a bunch of windows, then yes, AM is installed. You can configure it further using the online config generator in the AM DOWNLOAD AND INSTALL thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 16:20:24
A really quick way to tell is to tell a sim to run here and then queue up something else. If the running part doesn't cancel then awesomemod (and specifically the manual navigation feature) is working.

Also if you can satisfy a want that is not locked but in the window above awesomemod is working. etc. There's a bunch of ways to tell really.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:33:21
Can one change the parameters mid game, or do i need to turn the sims off and clear the cache first? (those darn pixelations!)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 16:35:21
You have to exit the game and rerun the config page and save. And I've never cleared the cache once. Ever.

Pescado thinks it's voodoo and I am inclined to agree with him.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 July 20, 16:54:44
Can one change the parameters mid game, or do i need to turn the sims off and clear the cache first? (those darn pixelations!)
I change the configuration mid-game all the time, especially on some stuff I leave off and then want on for a bit (overstuffed houses, debug commands mostly). I've never, not once, cleared the cache. Have fun!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uncle on 2009 July 20, 16:57:37
I think I'll go with your advice (and stop doing it! :S)- and of course the Amazing Pescado! ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 17:00:33
I change the configuration mid-game all the time, especially on some stuff I leave off and then want on for a bit (overstuffed houses, debug commands mostly). I've never, not once, cleared the cache. Have fun!

Really? Hmm, I have never thought to try that. And the new options you set stick without having to restart a new game? Interesting. You learn something new every day! :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 20, 20:51:35
How extensive is the "Enable Pedophilia" option in Awesomemod?  Does this replace a "teen woohoo" mod or does it do something else?  I don't have any similar mods so far but have seen them mentioned recently.  What exactly does that option do, and is it enough to avoid needing a "teen woohoo" large scale mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 20, 20:59:06
How extensive is the "Enable Pedophilia" option in Awesomemod?  Does this replace a "teen woohoo" mod or does it do something else?  I don't have any similar mods so far but have seen them mentioned recently.  What exactly does that option do, and is it enough to avoid needing a "teen woohoo" large scale mod?

No, it just removes default EA blocks in place to disable it. You still need an XML mod to get it working. See the Pudding Factory for more info there's a couple of different threads about it and several options and variants there.

Also be aware that Pescado does not allow Pedophilia to go unpunished. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DeathKitty on 2009 July 20, 21:57:04
Siding that previous pedophilia question... How does that AwesomeJealousy work? I mean does it affect on that pedophilia stuff only or does it have any practical use for adult sim having multiple relationships to other adult sims? I'm very much aware that there are couple mods for polygamy (or bigamy or what ever it wants to be called) but all are core mods and i really don't wanna give up AwesomeMod just for my naughty simgirl to have several boyfriends or husbands.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 20, 22:39:17
No, it just removes default EA blocks in place to disable it. You still need an XML mod to get it working. See the Pudding Factory for more info there's a couple of different threads about it and several options and variants there.

Got ya. I noticed there were a lot of mods for teen woohoo but I never like to use those mods because they almost always end up too bloated and/or complex for me. That may be due to the nature of the function being more difficult to implement, I'm not sure, but I always avoid those kinds of overhaul mods since they tend to come with so many problems as well.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 01:09:35
Ok. I avoided having to post, but guess I have to since I am having a problem. AwesomeMod worked for me in the past no problems. I had to install the game onto another computer and now I can't seem to get it to work. I have the latest version (just downloaded it today). I typed in showconfig and it said unknown. Any advice?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 21, 01:53:56
Have you installed the framework correctly?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 21, 02:01:14
Speaking of the pedo option -- will non-active sims ever autonomously initiate a pedo interaction if they're loaded on a visible lot?  I don't particularly plan to have my sims go pedo, but I wouldn't mind if the parents had to teach kids not to take candy from strangers so to speak.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:17:45
I installed everything just like on the other computer. The Resource.cfg in the sims 3 root and the framework into the game/bin folder. I have the mod folder where awesomemod and a few others go. That's all there is supposed to be right? Been over a month since I had to set it up, so if I forgot something, would appreciate letting me know. /me kicks the old computer for blowing up. :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 July 21, 02:27:27
You've set up the Mods\Files directory?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:32:15
The path is program files\electronic arts\sims 3\for resource and then \mods for the mods. I just checked a minute ago and none of my mods are working for some reason. I had backed up my sims stuff when the other computer started acting up. I just moved everything over to this computer from the disc I backed up on. I made sure that I copied the while Sims 3 file onto the disc so I would place everything where it goes. I don't know what happened. Guess I need to take out all mods, and basicly start over on the mod install part, unless anyone has any other ideas.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 21, 02:40:35
There should be a Packages folder inside the Mods folder. That's where the .package files go.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: romonster on 2009 July 21, 02:51:47
Thanks guys...you made me think and look over and over and the blond in me found my problem. I had too many folders (there was the mod folder but in that was another mod folder then the package folder). Guess it cant read that deep into it. Ok I admit, I am a natural blond and I must have had a blond moment there. Thanks again guys!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 06:53:24
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 July 21, 07:59:37
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod

It is not because of AwesomeMod.  A lot of people (myself included) had no problems downloading and installing the patch with AwesomeMod installed.

The main reason you might run into problems when installing a patch is if your core game files have been edited in some way - but AwesomeMod does not edit the game files themselves.  Since you state that your problem is downloading, not installing, that couldn't be your problem anyway.

That being said: to uninstall the mod, first you need to open up the game, load each of your saved games and make sure that none of your sims are running under SuperCommander.  Close the game.  Remove the mod from the package directory.  The mod has now been uninstalled.  I repeat that this will not fix your problem with downloading the patch.

If you do a search (the search button is up near the top of the page, just under your user info) you'll find there's a thread about the patch and problems people have had with it.  You may find your problem has already been solved in that thread.

BTW, please use capitals appropriately when you post here.  I suggest you read our FAQ (found in the Podium section of the board).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 09:15:06
how do you uninstall this?

cause i cant download the new patch, and i think it's because of Awesomod

It is not because of AwesomeMod.  A lot of people (myself included) had no problems downloading and installing the patch with AwesomeMod installed.

The main reason you might run into problems when installing a patch is if your core game files have been edited in some way - but AwesomeMod does not edit the game files themselves.  Since you state that your problem is downloading, not installing, that couldn't be your problem anyway.

That being said: to uninstall the mod, first you need to open up the game, load each of your saved games and make sure that none of your sims are running under SuperCommander.  Close the game.  Remove the mod from the package directory.  The mod has now been uninstalled.  I repeat that this will not fix your problem with downloading the patch.

If you do a search (the search button is up near the top of the page, just under your user info) you'll find there's a thread about the patch and problems people have had with it.  You may find your problem has already been solved in that thread.

BTW, please use capitals appropriately when you post here.  I suggest you read our FAQ (found in the Podium section of the board).

ok thanks for the reply i will try all you said. and i meant installing the game.

btw. my caps locks doesn't work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 21, 09:29:56
Shift key works just as well. ::) No excuses here, soldier!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: inthecorner on 2009 July 21, 09:39:49
as i said in another post. my shift key doesn't work properly and won't capitalise my letters.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Emma on 2009 July 21, 09:42:16
as i said in another post. my shift key doesn't work properly and won't capitalise my letters.

http://www.moreawesomethanyou.com/smf/index.php/topic,15067.msg460946.html#msg460946


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 21, 10:04:53
I just added the Indie Stone package to the Awesomemod tonight. I sent one of my sims to "Writing" under the Supreme Commander. He ran back and forth by the broken laptop in the central park. Finally, he sat down and fixed it, then he ran off to the library to write on one of their computers. Strange thing was, he had a perfectly good laptop in his inventory all the time. I did give him the laptop from his flatmate whilst they were both out of the house, so I don't know if SC picked up that he had one. AM enables transfer from one sim inventory to another, so that's how I made one sim give his laptop to the other.

The other sim, whose SC was set to exercise, then went and hung out in the park beside the now fixed laptop. I might have to edit the park and delete the machine, they seem obsessed with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FaeNinja on 2009 July 21, 11:17:23
I have been using AwesomeMod since the first week of release
but with this newest build up I have been having random crashes during the loading screen
I have deleted my cache files and tried again....still crashes
If I remove AwesomeMod the game runs fine
....any Ideas on how to get the game working with awesomeMod again?

..I must have the Awesomeness..... :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 July 21, 13:47:48
... I have been having random crashes during the loading screen

Another noob with another question that could be easily answered if you READ MORE:

Look for the big red text in this post: http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg437867.html#msg437867


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 July 21, 15:30:54
Thanks guys...you made me think and look over and over and the blond in me found my problem. I had too many folders (there was the mod folder but in that was another mod folder then the package folder). Guess it cant read that deep into it. Ok I admit, I am a natural blond and I must have had a blond moment there. Thanks again guys!
Hair color doesn't affect brain cells, unless you used something extremely caustic to get that color.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FaeNinja on 2009 July 21, 18:29:54

Another noob with another question that could be easily answered if you READ MORE:

Look for the big red text in this post: http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg437867.html#msg437867


Sorry reading comprehension FAIL


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 04:17:45
I've just started trying to use the "sacred" family option and the only way I'm able to do it is via "bless [family name]". For some reason, CTRL clicking and/or SHIFT-CTRL clicking yield no options other than the regular ol' lot information tab/popup.  Am I missing some step here?  While I have no problem typing it in manually, I still wonder why I see no option while trying to click on the lot manually.
I have testingcheatsenabled and all that but I have not noticed many changes while ctrl/shift clicking objects so I keep thinking I'm missing something...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 22, 04:23:15
you have to ctrl + right click to switch houses using SC i believe.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 July 22, 04:32:27
I've just started trying to use the "sacred" family option and the only way I'm able to do it is via "bless [family name]". For some reason, CTRL clicking and/or SHIFT-CTRL clicking yield no options other than the regular ol' lot information tab/popup.  Am I missing some step here?  While I have no problem typing it in manually, I still wonder why I see no option while trying to click on the lot manually.
I have testingcheatsenabled and all that but I have not noticed many changes while ctrl/shift clicking objects so I keep thinking I'm missing something...

I think the CTRL-right click option is only available if you have Supreme Commander enabled under AwesomeMod.  I have it enabled and can do do this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 22, 08:07:14
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 July 22, 20:21:22
Hello


I have the latest Awemod installed along with the mod part of Indie.  If I do not config Awe Mod its default is not to allow random merges etc etc between households but one can allow that mid game via the Indie mod. 

So which one does my game take notice of, the Awe settings of not randomly merging etc or the Indie part that does allow it if I tell it to?

The reason I ask is that I have jumped backwards and forwards using Awe and Indie as both mods did different things, I prefer the Awe overall but I needed to populate my town.  I had no problems removing one core mod and replacing another to activate different aspects of my game.

Now that I have both installed (just the most part of Indie) the population has ceased and no new families are arriving.  The rest works fine but I simply am not getting new folk.  I have the settings correct for this action but it does not seem to be working.  I have given it about four hours of game play to settle in but still no new fuglypuds.

kind regards

Ps My game always and I mean always crashes when I make my own sim (more than one) families.  Hence the need for Indie mod. Any idea on that too please?
Thank you



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 22, 20:51:23
Once Indiestone is present in the folder, Awesome automatically turns off any storymode features it has. So you game will always use the indiestone features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 21:21:20
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.

So just to clarify, it's not possible to ctrl-click on the lot in the neighborhood view?  Just via ctrl-clicking on a Sim (which I already know how to do)?  I have no problem typing in "bless" but I want to make sure things are running properly and I wondered if I should have the ability to mark a household via the "edit town" view.  Thanks for the advice.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 22, 21:57:49
I've never actually tried making a house sacred from Edit Town, so I don't know if it works, or not. Theoretically, it should work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 July 22, 22:18:26
I think OpiumGirl is trying to make her households sacred, not trying to switch active households. If that's the case, then she needs to ctrl-click a non-active sim using the currently active sim. You can't ctrl-click the active sim to make it sacred. To be honest, it's easier to just type "bless" into the console box, because doing so blesses the entire active household.

So just to clarify, it's not possible to ctrl-click on the lot in the neighborhood view?  Just via ctrl-clicking on a Sim (which I already know how to do)?  I have no problem typing in "bless" but I want to make sure things are running properly and I wondered if I should have the ability to mark a household via the "edit town" view.  Thanks for the advice.

I just went into the game to try it.  It does not seem to work from Edit Town, however, it does work when you are in the game.  One of your Sims will be selected, you then press "M" to enter Map View and from that vantage point, you can control click on the household tag of the house you want to "bless".  The option "Make Sacred" appears in the pie menu at that point.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 22, 23:23:00
I just went into the game to try it.  It does not seem to work from Edit Town, however, it does work when you are in the game.  One of your Sims will be selected, you then press "M" to enter Map View and from that vantage point, you can control click on the household tag of the house you want to "bless".  The option "Make Sacred" appears in the pie menu at that point.

Ah, awesomeness.  Good to know it's not a problem on my end.  I kept reading "ctrl click on lot" but figured that meant in the "edit town" view.  Thanks, coconnor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 07:54:39

 Duh! I had no idea either! ty fer the tip - am just taking another 20 mins to load, so shall give it a go. When I entered the Sims today, U was tikd my ANm wiyks expire - very kool to alert us to haooenins!

ot - i like your name opiumgirl ;D ;D

Ah, awesomeness.  Good to know it's not a problem on my end.  I kept reading "ctrl click on lot" but figured that meant in the "edit town" view.  Thanks, coconnor.
[/quote]

Are you on drugs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 July 23, 07:57:39

When I entered the Sims today, U was tikd my ANm wiyks expire - very kool to alert us to haooenins!


Do people not read what they are typing?  How could anyone type that and fail to notice that their right hand had moved off the home keys?

And yet, apparently she did notice because part of the phrase was then typed correctly (apart from the spelling of cool), before she somehow went askew again for only 2 letters in the word that is presumably meant to be "happenings".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 08:07:49
Oh god, I thought it was some kewl new 12 slang.   ::)

You are an excellent idiot-to-English translator Kyna.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 July 23, 10:06:36
not everyone learned how to type properly. Believe it or not, not everyone who uses a computer can see either the screen or the keys all the time, but we still like to play with the other kids sometimes too. Other times we stay hidden for fear of  being to oblivious to an awkward mess.
But you manage to read everyone else's posts just fine? Isn't that terrific? Is it only on your posts that the screen is hidden? Or is it just the preview button that is hidden, or perhaps the modify button?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 11:00:34
Going to post this NAO, as it's been bugging me and apparently many others as well, for a long time.
If there's a fix for this already - do tell. Or else!

Anyway, THE TOMBSTONES. WTF is up with them? They never appear on inactive lots, about 3 of them found their way to the graveyard for managing. Poo.
Awesomemod could save my sorry ass with some kind of "spawn tombstone" etc, so if it's somewhere around, it would magically move and appear near the selected Sim. And then again, if it's one of the mysterious missing ones, it would not be missing! WOO!

Sorry to bother. If this has been discussed, then it's my bad.

Oh oh oh! One more thing. Is the genealogy cheat-type-thingy a hardcoded eaxis poop? I'd like to be able to make grandparents too, seeing as now I can only 'adopt', 'marry', and such. And set siblings. But if there's one generation of missing ghosts and tombstones, I can't even have new aunts or uncles and whatnot. And also it seems like I cannot remove relationships without the sim in question being present.
 ???

//edit
This could be moved to the requests thread too. I'll just leave it here and crawl slowly away.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 12:00:34
Grandparents are automatically set: mark Sim B as Sim A's parent, then mark Sim C as Sim B's parent. Presto chango: Sim C is the grandparent Sim of Sim A.
Uncles, cousins etc. work the same way: make the normal family connections. To mark Sim D as an uncle of Sim A, just set Sim D as the brother of Sim B.

I know. That was exactly my issue. Both Sim A's parents are dead, no tombstones anywhere, so I can't give them any grandparents. The Sim being added to the family tree must be the selected sim. Which sucks. Or then I'm wrong, which sucks too. Halp  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 July 23, 16:52:00
Found a new glitch/annoyance/something.
When there's a job opportunity involving book reading, my Sims will not automagically go to work the next shift, thus failing the opportunity. This has happened many times now, first I thought it was because of bad mood or other 'normal' causes. Seems like it has something to do with either the new patch, or Awesomemod. Or perhaps the 50% faster reading mod I grabbed from MTS? Go figure. I think I saw someone saying the faster reading mod doesn't work with Awesomemod, though mine seems to work. But this book opportunity failing has to stop :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 23, 17:36:21
Speaking of the pedo option -- will non-active sims ever autonomously initiate a pedo interaction if they're loaded on a visible lot?  I don't particularly plan to have my sims go pedo, but I wouldn't mind if the parents had to teach kids not to take candy from strangers so to speak.
Sims should never do so autonomously, and it is not even an option if you don't enable it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Driskoll Xun on 2009 July 23, 18:06:30
Regarding UnifiedBilling, are these unselected playables safe from the repoman?  Edit: I am referring to the eventuality of family funds reaching zero.

Regarding EmulateLegacyBossBug, I would only use this so my sims automatically know someone at work.  Would the old cap at level 5 for bosses be adequate in these new situations?  I would like to avoid some unqualified promotions.  

A question about demotions, do demoted sims not start fresh on job performance?  With the number of firings, it seems this is not the case.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darth_Diclonius on 2009 July 23, 19:37:41
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 July 23, 20:05:47
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.

I believe there is an awesomefied version of that, as i'm using a 'teen woohoo/pregenancy/auto woohoo+TFT" mod that works as it is suppose to.

Make sure you have the needed resource.cfg file, because it is suppose to be placed in an override folder to work with awesomemod.

And no, you must have awesomemod's pedophilia enabled for the mod to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darth_Diclonius on 2009 July 23, 20:50:01
I have a few questions about the pedo interactions.

I have Lostaccount's Teen Woohoo + Pregnancy/Marriage mod (newset version) so should I disable Awesomemod's pedophilia? I ask because I notice some interactions are disabled such as "try for baby" so I'm just wondering if this is a conflict between the two mods or something else.

I believe there is an awesomefied version of that, as i'm using a 'teen woohoo/pregenancy/auto woohoo+TFT" mod that works as it is suppose to.

Make sure you have the needed resource.cfg file, because it is suppose to be placed in an override folder to work with awesomemod.

And no, you must have awesomemod's pedophilia enabled for the mod to work.

You wouldn't by chance have a link to that would you?

Nevermind I did a search on this site and found the thread. Looking through it now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 20:56:52
It's in the pudding factory

http://www.moreawesomethanyou.com/smf/index.php/topic,15992.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 July 23, 21:03:01
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 21:13:29
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?

Do you trust them? Hell, in my neighborhood they can't even automatically take their ass to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 23, 22:11:08
I've read conflicting statements on this so, just to clarify....
To add traits and other sim related Awesomemod commands, must you be in direct control of a Sim or is there a way to do these "long distance" as well? As far as my experience goes, I've only been able to do things while in control of said Sim but it'd be cool not to cheat to control certain Sims to be able to zap them with one thing or another via Awesomemod commands.

 My guess is that most things like "addtraits" are only possible while in direct control, though I'd be really happy if someone said I was wrong.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 23, 23:04:02
You can control shift click on sims not under your control and edit them in the CAS which includes adding traits. It's an EA debug command and not officially supported by Awesomemod. It can be kind of buggy sometimes so use at your own risk. In my experience it mostly works, that's how I set up my 'nannies' in nanny outfits and get rid of unpleasant traits for someone who is watching your kid like slob.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 00:02:54
You can control shift click on sims not under your control and edit them in the CAS which includes adding traits. It's an EA debug command and not officially supported by Awesomemod. It can be kind of buggy sometimes so use at your own risk. In my experience it mostly works, that's how I set up my 'nannies' in nanny outfits and get rid of unpleasant traits for someone who is watching your kid like slob.  ::)

Slobbish Nannies, huh?  Guess I have to watch more carefully when those sitters come around, I've never actually used one since I've only had two children, born of a playable household, in my game...or maybe I'll grab that Nanny mod. :) In any event, use control-shift-click would probably mean I have to use the "enable all EA debug options" in Awesomemod? 
Thanks for the advice.

I actually wonder something else....after reading through the first page of commands and after seeing this option for myself, I wonder if someone can explain what, exactly, "trigger age transition" does? I can take a guess, of course, but I am not positive that I'm right in thinking it is a fast way to get your sim to the next age....
What I'm really wondering is if there's a way through Awesomemod to add family ties to sims that I forgot to mark as siblings while in CAS.  I saw some reference to doing something similar here but saw no real instructions on how to go about it.  There is no mention of it in the "readme".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 July 24, 00:06:51
I was forced to restart my game, and for the sake of story continuity, I want my sim to have her baby immediately.  I tried Ctrl-Shift-Click, and selected the "Have Baby" option, but that doesn't seem to be working.  I get a pop-up that says "Hours to goal" or something, with 72 as the default number.  What should I do to get my desired result?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 01:31:03
I like having Robotic Hand of God disabled because I enjoy seeing my sims wallow in their filth. Does this mean everyone in uncontrolled houses will be visited by the repo man or do they automatically pay bills?
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 July 24, 02:10:06
I was forced to restart my game, and for the sake of story continuity, I want my sim to have her baby immediately.  I tried Ctrl-Shift-Click, and selected the "Have Baby" option, but that doesn't seem to be working.  I get a pop-up that says "Hours to goal" or something, with 72 as the default number.  What should I do to get my desired result?

That would be one of those wacky undocumented, unsupported debugging commands.  I've screwed with it quite a bit, but as far as I can tell, it doesn't actually do anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: werther on 2009 July 24, 02:15:33
 :D funny thing, I wanted to share:

Rick's "no intro" (http://www.modthesims.info/download.php?t=342922) prevented my crash issues. Since I installed this package, I had zero crashes. No advertisement intended, just wanted to share.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 03:28:32
:D funny thing, I wanted to share:

Rick's "no intro" (http://www.modthesims.info/download.php?t=342922) prevented my crash issues. Since I installed this package, I had zero crashes. No advertisement intended, just wanted to share.

Voodoo. Somewhere, sometime you shall once again experience a crash though it seems to be gone. Voodoo. I've had the same experience....long stretches but every once in awhile, it crashes.  It's not nointro mod, it's voodoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2009 July 24, 03:42:55
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.

I like this, but since the sims in uncontrolled houses often skip work, I can see this being a problem.  Is there any way to make sure the uncontrolled houses also get credited for paychecks owed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OpiumGirl on 2009 July 24, 03:54:45
Grandparents are automatically set: mark Sim B as Sim A's parent, then mark Sim C as Sim B's parent. Presto chango: Sim C is the grandparent Sim of Sim A.
Uncles, cousins etc. work the same way: make the normal family connections. To mark Sim D as an uncle of Sim A, just set Sim D as the brother of Sim B.

I know. That was exactly my issue. Both Sim A's parents are dead, no tombstones anywhere, so I can't give them any grandparents. The Sim being added to the family tree must be the selected sim. Which sucks. Or then I'm wrong, which sucks too. Halp  :-\

I'm not sure I understand this first quote....how do you "Mark Sim B as Sim A's parent"?  Is that with Awesomemod, and is there a way to mark Sims as siblings? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 July 24, 05:14:36
Uncontrolled houses do not actually have mailmen that deliver bills, or actual physical bill objects created. They just simply have the requisite money deducted from their funds quietly in the background to save CPU. This feature is actually going to tie into the new Story Mode engine, where sims are motivated to take actions by their actual life situations, not because the machine arbitrarily tells them to.
Which is fine and dandy - just be sure to fix the fact that it currently leaves the mailbox flag up when it pays bills.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 05:33:33
I like this, but since the sims in uncontrolled houses often skip work, I can see this being a problem.  Is there any way to make sure the uncontrolled houses also get credited for paychecks owed?
Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 24, 06:11:23
in AM's manual it says "Go Here "Automatic" Mode smarter about choosing fastest movement mode."
but i dont know i kindda like it dumber i guess, you see, my sims have a lot of free time and it would only seem fit for them to "walk" from say the living room to the dinner room, which is on the same floor and right next to the living room, rather than "run" which is the method the "Automatic" mode seems to employ if a sim is told to go from a spot to another that is more than 4 or so steps away. i dont know does this bother anyone else as well?
i realise that J.M.Pescado is very busy with AM especially these days, so i know they wont bother to perhaps make the Go Here "Automatic" Mode smarter thingy optional with AMConf. so i wanna try to fix it, or rather make it follow EA rules again, for myself. but i really have no experience in this kind of thing. i only know how to change values such as costs or numbers of days and stuff. i use S3pe and SimCustomizer, i tried searching for a file that would have to do anything to do with Go Here but i fail. can someone point me in the right direction, or something? which XML file would i have to mess with here :D
i absoloutly love AM, i cant play without it! many thanks to Pescado and everyone who contributed with AM, keep up the good work.
i am sorry if this was too long, thanks.
 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 07:10:07
Automatic mode will choose the fastest method of getting from A to B, as it is supposed to. You can change the movement mode to force it for specific purposes by toggling it manually, or if you want them to just limp around on their impulse thrusters and take 3 days to reach the next room, you could just not give a specific move order at all. I am simply NOT going to EVER change this, however, because I don't want to add 3 additional mouse clicks to the process of setting every nav point, not to mention having to set 3 additional waypoints for every move.

Without this feature, in order to get anywhere, you'd have to set 3 waypoints just to reach one destination: Use warp drives to reach nearest jump point, use jump drive to jump to destination jump point exit, use warp drives again to reach destination. This is terrible, and lmping the entire way on impulse drive is just not acceptable!

WITH this feature, I can just say "Nav to waypoint", and they will automatically use their best engines to do it. The impulse thrusters are for docking maneuvers only!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 24, 07:18:19
Groosalugg: FFS, just disable that option in your aweconfig package if you don't want it in your game. Why did you feel the need to post about it, when you can easily change it yourself?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 24, 07:20:36
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 24, 08:37:36
Thank you Pescado for the response, i am not sure i followed all of what you said but on the general i got it.
Chaos, actually i had no idea disabling Manual Navigation in Aweconf. file also disabled the smarter automatic navigation mode, cuz in the description next to it it only says "Move Orders May Be Queued Without Dropping" it doesnt mention the smarter automatic navigation mode, so thanks for the tip, it doesnt really matter though cuz of course i'd still want the "go here" order to not be dropped -even if they are walking- heck i told em to go there didnt i, Silly EA. anyways i think i will just disable it and hope someone comes up with a seperate mod that just allows the order to be queued only without the extra boost  :)

Edit/ or perhaps if making a mod to allow go here to be queued is simple enough then i might be able to do it myself, i just need someone to tell me which file i need to alter? i just cant find it T.T
np Chaos actually u did help me without knowing i guess^^


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 24, 08:52:02
Hmmm, I'm pretty sure that there used to be a separate configurable option within aweconfig that enabled and disabled the ability for Manual Navigation to decide the most efficient way for a sim to reach its destination. It's entirely possible that my memory is phail, however, and that I'm probably thinking of AthleticAutoSelect. In that case, I'm sorry for jumping on you, Groosalugg.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 July 24, 09:04:59
As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 24, 11:27:48
Sacred is just pretty with IndieStone, it has no effect on the actual functioning of the external story driver. That's why I didn't simply remove the option to use it at all: It still does pretty golden halos, even if the IndieStone driver totally ignores it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KarateKari on 2009 July 24, 16:14:30
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 24, 17:06:43
Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P

Yeah, let's worry about getting them to go to work rather than paying them for the work they don't do. That would be a pretty poor band aid. They'd still never advance, their mood will probably be in the tank, particularly if they are workaholic or ambitious, and they will still get fired.

Actually the not going to work or school is a huge problem with the story mode of the game right now and that goes for whether you play AM, Indie, AM + Indie or default EAxis.

As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?

You have to use the Indie Stone version of sacred, which is to play the house and then set it to stasis on via the cellphone of one of the household members. Unfortunately, you cannot set this unless that house is the active family, but you can easily put the game on pause, control click on the house or a family member and select it, set the setting, then switch back to your original house.

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.

Ah this is good to know. I switched to a family that was out at the pool and was shocked to find the toddler gone. I thought the social worker took her.

Now I will just consider it that she is staying over at the babysitter's house in some rabbit hole somewhere. ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 July 25, 01:36:02
I made a tweak to 0xA29571C6F77AA18D, but it only works if I put the package I made in my override folder. Indie Stone Compatibility Checker didn't find any incompatibility with my other packages, but it seems likely that awesomemod would modify this file. Does it happen to?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silvermistshadow on 2009 July 25, 05:22:32
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WolFox on 2009 July 25, 05:55:01
Is there a way to turn off harder jobs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 25, 06:00:00
I think that disabling NoFreeJobSkills, and possibly disabling other job-relating options in the config file, will make jobs easier.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 25, 06:57:13
I think that disabling NoFreeJobSkills, and possibly disabling other job-relating options in the config file, will make jobs easier.
No, turning off nofreejobskills will actually make it HARDER, because your competition will be able to advance without effort while you have to work your ass off for it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 July 25, 12:32:43
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.
What patch are you trying to install? Are you talking Windows or OS X? Have you read the Patch thread (there are links to all versions in there)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 25, 15:00:02
OK, let's see if I can mess up this quoting thing again.  :P

Owed for skipping work? I think the problem is that we need to get them to stop skipping work, first. :P

Quote
Yeah, let's worry about getting them to go to work rather than paying them for the work they don't do. That would be a pretty poor band aid. They'd still never advance, their mood will probably be in the tank, particularly if they are workaholic or ambitious, and they will still get fired.

Actually the not going to work or school is a huge problem with the story mode of the game right now and that goes for whether you play AM, Indie, AM + Indie or default EAxis.


Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).


As I just started a new Riverview, to use with Awesome and Indie, I wonder if I still can/should make my families sacred.

I kind of like it to see my families having the golden halo, but maybe there is a reason why I should not make them sacred?

Quote
You have to use the Indie Stone version of sacred, which is to play the house and then set it to stasis on via the cellphone of one of the household members. Unfortunately, you cannot set this unless that house is the active family, but you can easily put the game on pause, control click on the house or a family member and select it, set the setting, then switch back to your original house.

Yesterday in my game the Alto's moved 3 times, to progressively smaller and smaller houses. And each time they move, they lose most of their cash. The first time it happend I kicked them out of their new house, gave them some cash back, and purchased their original estate again, but they moved again twice after that.  ::)  I had decided to not put them in Stasis while I had control of them since I was afraid that would mean the daughter couldn't marry or move out or whatever. Besides, I think that houses in Stasis do not age. Anyway, after that I went around to some of the other houses like Crumblebottom's and just turned off lot changes through the IS Household Settings menu. That way they can experience relationships, job changes, etc., but just not move!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 25, 15:51:15
@Tangie: If you don't want stasis then you can just set them to moving off. All the other things will still function as normal and I believe this only prevents the family from moving and not necessarily individual members if the situation warrants it.

But anyway, this is more an Indie Stone tip than an Awesomemod one. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 15:55:39
Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).

After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carminelady on 2009 July 25, 16:12:02
I was tired of my sims shooing people out of the bathroom, so I found IndieStone No Shoo verision from MTS. 

Pescado, since Awesomemod and IndieStone are compatible, is the No Shoo version of IndieStone compatible as well?  If so, thank you, thank you, thank you!!  ;D  If not, is there a chance you will make it compatible? Please?   :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 25, 16:20:57
Since the game was designed for just playing one family, I can understand why they'd save on computing power by not "physically" sending them to work or school. But at the same time, they should have designed a way for the NPC's to not get punished for not physically going. It's concept that was only thought out is a half-assed way (is anyone surprised by that?).

After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Good Day. :)

What tweaks would these be exactly? I would like to know because mine never take their asses to work. I don't want to play them all and I don't necessarily need to physically see them going to work or school, I just don't want them to have their performance constantly in the toilet and get fired all the damned time like they are doing right now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 16:26:16
What tweaks would these be exactly? I would like to know because mine never take their asses to work. I don't want to play them all and I don't necessarily need to physically see them going to work or school, I just don't want them to have their performance constantly in the toilet and get fired all the damned time like they are doing right now.

They are core mod tweaks, as outlined in that "Code Fix for Inactive Slacker Sim" thread I was rambling in.

Namely, I encountered two errors.  One the alarm that tells a sim to go to work arrived too early in my game, and the system ignored it.  And another issue where low detail sims were not updating their "Hours Until Work" properly, and were bouncing when the push to go to work arrived.

Sadly, these are not fixes one can do without some experience in core modding.  Hopefully Pescado provides his own solution soon enough.

Good Day. :)

(Edit: fixed spelling)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: WolFox on 2009 July 25, 16:59:14
Is there a way to turn off harder jobs?

I meant is there a way to turn off the feature that makes it to where there can only be one person in top level jobs? This feature is not even mentioned in The Manual.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silvermistshadow on 2009 July 25, 16:59:45
I believe mine isn't working because I don't have the 1.2.7 patch installed. However, when I try and install that, it claims that my installed region code is incorrect for it. Mine is from North America, does anyone have a patch that actually works with it? Either that or I need a patch with that restriction removed; the patch installer itself might be buggy.
What patch are you trying to install? Are you talking Windows or OS X? Have you read the Patch thread (there are links to all versions in there)?

Windows here, and no, I haven't read that thread yet, I'll try to find it, but just in case, it'd be nice if someone could link me later- the search engine refuses to acknowledge the dots in 2.1.7, and instead searches for the numbers individually.

Edit: No problem now, just had to temporarily remove the no-censor patch and reapply my backup ((I NEVER just replace a file with its replacement, I usually label it as an original in some manner.)) Patched just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 17:19:27
I meant is there a way to turn off the feature that makes it to where there can only be one person in top level jobs? This feature is not even mentioned in The Manual.

Ah, but that feature is so fun to watch in action.  With all the career notifications active for the entire town, one can watch the gut wrenching battle between all the top level business sims...  One makes it to the top and then gets demoted the next.  The new top gets demoted by a newcomer, and so forth.

I have about a dozen sims in the business career...  It'll be amusing to watch the cascade demotions once they are all near the top.

But yes, I guess if that isn't your cup of tea, there should probably be an option to disable it.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: muse on 2009 July 25, 17:26:28
Hopefully this isn't discussed somewhere else and I've missed it - if so please forgive, I'm still learning my way around the boards.  

Since installing the latest build of awesomemod, nonactive sims in community lots just stand around like zombies, not doing anything, to the point where they pee themselves and pass out from exhaustion.  I set bladderdecayoncommunitylots to false so they're no longer having accidents, but does anyone have any idea why the "gohome" urge is disabled?  Or why they don't seek to entertain themselves with chess or picnics or reading as they used to?  Perhaps there is an awesomemod setting that relates to this?

It's problematic because sometimes chosen sims show up in the lots and become casualties - when I switched back to their family the ones in the park the previous day were passed out and missing school and work.  (I realize this can be mitigated by disabling the stalker behavior, but I actually like it - it's like an impromptu party everywhere you go, handy for making friends and whatnot.)

Another odd thing is that when interacting with sims in community lots, there is a huge lag time between directing an action and its execution, like twenty plus sim minutes.  I tried to get my favorite rockstar sim to hold an autograph session and could only get two signed in four sim hours - very frustrating.

Thanks for your help and sorry if this is answered elsewhere.  I couldn't find anything about this in RTFM or by searching the threads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2009 July 25, 17:29:02
A fambly with an infant keeps leaving the house while they are inactive resulting in (what I assume) child services taking the baby. This is quite frustrating as I have to exit without saving to get baby back!

Well I must of neglected the HH longer than I thought. The baby was deleted and saved on accident. (This HH is sacred, btw) Is there anyway to force baby back in the HH?

Has anyone else have this problem of missing babies? 

When inactive families leave their house with babies or toddlers inside, those babies/toddlers temporarily disappear into the ether until a responsible family member returns.  If you use Awesomemod to swap to a family and find that their little ones are missing, try sending some family members home and see if they reappear.  (I've only had this occur when using Awesomemod functionality to swap directly from one family to the next - I'm not sure if it happens if you swap families via Edit Town.)

This may or may not be why your baby is missing, but I know it confused the hell out of me the first time I experienced it.

OH thank god! Your right! I feel so dumb lol ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: terriefarrell on 2009 July 25, 20:34:00
I do have a question, i have the config running as default and therefore didn't expect families to move out and disappear but they are. When they move out, although i can 'invite them over' from another sims house, i can't find them either in the sim bin or moved to another house...firstly, why are they moving out if the 'noone gets out alive' thing is on, secondly, where the hell do they go?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2009 July 25, 20:44:22
I do have a question, i have the config running as default and therefore didn't expect families to move out and disappear but they are. When they move out, although i can 'invite them over' from another sims house, i can't find them either in the sim bin or moved to another house...firstly, why are they moving out if the 'noone gets out alive' thing is on, secondly, where the hell do they go?


The "NoOneGetsOutAlive" flag simply stops the system from emigrating your house out of town.  Since you can still contact them, they are obviously in town somewhere.  It is possible they are homeless, but I personally have never encountered an issue where StoryProgression under AwesomeMod would move a household into the homeless bin.

Invite one of the sims over, then ask them to leave.  Now simply watch them as they go back home.  Or go to the "Edit Town" and search each household.

If they don't appear anywhere, use the "listhomeless" console command to see if their family is indeed homeless.

Good Day. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: yunie on 2009 July 26, 05:21:40
Hello, I have a questoin. I'm not very smart with awesomemod so please be kind. I wanted my sim to have a big family but I can't "Try for baby" anymore because there are 8 sims, so could someone tell me how to set my game to more then 8 sims? I looked at the wiki  and I have no idea what to do, got me confused even more.  :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 26, 05:29:19
Hello, I have a questoin. I'm not very smart with awesomemod so please be kind. I wanted my sim to have a big family but I can't "Try for baby" anymore because there are 8 sims, so could someone tell me how to set my game to more then 8 sims? I looked at the wiki  and I have no idea what to do, got me confused even more.  :-[

In your configuration file set: AllowOverstuffedHouses       

Removes 8-sim limit on houses. Note that this limit only applies to in-game, not CAS. Don't go crazy.

to enabled.  I've moved in 16 sims into 1 house using this.  You should be able to have more babies as well.  If you can't after enabling this, let us know.  (Also, make sure you have the latest version of awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 26, 09:57:54
After some personal tweaking, I got all my sims going back to work physically.  As expected there is a bit of a lag, but not horribly so.  I have about 75 sims that trod off to work each day, though not all at the same time mind you.

The vanilla game appears to want all the sims to physically go to work, so it only took a couple tweaks to get them going again.

As an aside, with full radar tracking, it's hilarious watching my 30 children file into school each morning.

Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. ::)

Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 July 26, 11:31:45
@Tangie: If you don't want stasis then you can just set them to moving off. All the other things will still function as normal and I believe this only prevents the family from moving and not necessarily individual members if the situation warrants it.

But anyway, this is more an Indie Stone tip than an Awesomemod one. :P


Thanks, Motoki. And I agree that it is really an IS issue, but there has been a bit of a learning curve for substituting IS settings for AwesomeMod's story progression toadyness blockers. I miss the ability to fine tune these. For example with Indie Stone, jobs are either on or off, there's no way to turn job progression on but prevent random firings on a bus.

I can't wait to see what Pescado will come up with for Story Progression. As long as it doesn't involve a bunch of "features" like No Soup for You, random snipers, and Count Down to Armegeddon, I will likely switch!  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chann on 2009 July 26, 11:36:46
Heh, this actually became a problem in my latest game... every morning there is a zerg of kids and teens milling around the school entrance (which is tiny). Since their pathfinding sucks and they have to stop for ages any time they bump into someone else, few actually manage to get into the school on time. My active teen just couldn't fight his way past the zerg one day and only managed to come into the school at 13:00. ::)

Any way Pescado can fix the pathfinding? Or at least greatly reduce the time sims stop and tap their foot when they bump into someone?

Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 July 27, 03:29:32
Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.
Hey, why not?  Cars can already drive through sims, bicycles, and other cars.  At least sims might actally get something done instead of standing around tapping their feet for hours and hours.  I'm gonna try this; thanks.

edited to fix spelling


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 July 27, 16:51:25
Thanks for the fix chann, it works! Now my kids can actually get into school. It also helps with "everyone rushes to change the baby's diaper" situation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lady Moiraine on 2009 July 27, 17:26:02
Instead of filling up the request thread with a bunch of questions, let's ask them here and see if we can help each other out with some of the features.

The next post contains all the AwesomeMod commands I know of.  I'll try to keep it as updated as possible.  If you notice anything that is wrong or unclear please give me a heads up.  If you find any commands I don't have listed... by all means post it here and I'll try to add it to the list.

Most recent version date/time stamp: 07/23/2009 06:54am CST

Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod
I do have a few tutorials I have made using the awesome mod.   You don't need to register to view the boards, it's open to guests.

Tutorial-Moving Overstuffed Households (http://ladymoiraine.com/forum/index.php?topic=182.0)

Tutorial-Lifetime Happiness Fulfilled-Change it! Uses Neighborhood Workshop & Awesome Mod (http://ladymoiraine.com/forum/index.php?topic=178.0)

Mini Tut on Splitting and Evicting and Saving (http://ladymoiraine.com/forum/index.php?topic=61.0)

I have a couple other tutorials but they are really dated now.  Especially the changing lifetime wants.  Just type in lifetimehappiness in the console and you'll get 50,000 points then purchase the Change Lifetime Wish and you're good to go.  Before that code, it was more complex but now thanks to the awesome mod, it's very easy.  Unless you want to give them a NEW lifetime wish after their original one has been fulfilled, then I have a tutorial on how to do that. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 July 27, 18:10:34
Here's a quick fix for the door-jam issues: open The Sims 3\Game\Bin\Sims3.ini (back up a copy first) and change all the DynamicAvoidance_* values under the [Config] section to 0.0. It basically turns on no-clip and lets Sims walk through each other.
I'm definitely trying that!  Contrary to what EA might think, the physical forcefield around each sim decreases the believability more than a bit of clipping would.  Thanks for the tip!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 28, 21:12:32
I just installed awesomemod today and now my stuff I downloaded from ModTheSims dont seem to be working. I have a download to make the carpool stop coming an hour before work and now the car comes by. I have quicker painting would take about 3 hours in game now it takes alot longer. So Im guessing my downloads dont work. I saved the original download and just dragged the file back in there and replaced the one i have in my packages folder but it doesnt work. Any help please?!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 28, 23:01:08
rubenm, did you try deleting your cache files (any file under Documents/Electronic Arts/The Sims 3 that has "cache" in the name)? That might help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 28, 23:09:13
i think thats what the main problem. I had never done that before and I had installed several awesomemod updates. I read on here that it was a good idea to do that so I did and now I have all these problems my ModTheSim stuff not work. I cant get the new sims update because I get an error saying the file is not found or something and i tried to uninstall the whole game but i get an error in that to. So yeah


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 00:37:41
i think thats what the main problem. I had never done that before and I had installed several awesomemod updates. I read on here that it was a good idea to do that so I did and now I have all these problems my ModTheSim stuff not work. I cant get the new sims update because I get an error saying the file is not found or something and i tried to uninstall the whole game but i get an error in that to. So yeah
you should install the 1.2.7 patch, dont worry about the error thing, happened to me too. just replace the file the patch crashes at with the same file from the game cd or virtual cd then install the patch. should work then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mammoet on 2009 July 29, 00:38:54
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:07:27


well all mine says is update error: file not found
i dont see any file name or anything so i dont know what to replace


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 29, 01:12:53
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mammoet on 2009 July 29, 01:13:43
oke :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 01:15:46
rubenm, while the patch is being installed it says which file is being copyed at the moment just keep watching and when it crashes before you click ok, just look at the name of the file that was being copyed at the time, then replace that file with its origional and try the patch again. in my case it was the "skuversion" file but i hear its not always the same file with everyone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 July 29, 01:19:39
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.

Then, where does the "blending" part of that feature come in? If it's always going to choose only one parent's skintone, and not actually blend the tones, then what's the point? My question isn't meant to be antagonistic; I'm just curious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: asmadasrabbits on 2009 July 29, 01:29:52
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
Yes. That is on purpose.

Then, where does the "blending" part of that feature come in? If it's always going to choose only one parent's skintone, and not actually blend the tones, then what's the point? My question isn't meant to be antagonistic; I'm just curious.

Pescado said it picks the darkest parent's skin palette because some people use very light blue or green to try to make pale sims, and it is to prevent a sim with very light green skin and a dark normal skinned sim from having a dark green baby.
It doesn't actually blend the skins, but it can give you a middle tone on the darker sim's skintone palette whereas without the better blending it would be just either the one skin or the other.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:33:36
i dont understand
replace that file with its original? i dont know im sorry


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 01:38:50
it doesnt say a file name it just goes really fast and it stops where it says installing and thats when the update error comes up
(http://i4.photobucket.com/albums/y145/vocalorigami/2.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 29, 01:46:26
Important

N99ers are reporting that you need to restore your LIBRARY FAMBLYS before patching. I guess the patch updates them as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 01:47:26
Is it on purpose that the BetterGeneticSkinBlend always picks the color from the parent with the darkest skin?
I thought it would pick the color at random from the father or mother and then picks a random shade somewhere inbetween, but it appears to always pick the color from the parent with the darkest shade of skin.
That's how it works: If the parents are of different swatches, it will use the swatch of the darkest skin, and then BLEND the resulting tone. With EAxis default rules, breeding two sims from different swatches means you get a sim of either one skin, or the other skin, exactly. No variety whatsoever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 01:56:27
Important

N99ers are reporting that you need to restore your LIBRARY FAMBLYS before patching. I guess the patch updates them as well.

Well a couple of us stuck them up on file sharing sites but then someone else just said they patched without them in place just fine.

There's a lot of conflicting reports going around and people yelling that the sky is falling bla bla.

I also think this claim that you can't install sims3pack files via the launcher if you have mods in the mods directory is rather suspect. That seems like a lot of effort for EA to go to and too odd for randomness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Winterhart on 2009 July 29, 02:01:19
  ??? I have 2 questions.  I just installed the latest game patch.  Before doing that however, I removed AwesomeMod and a few other things that I thought might cause problems with the update. So my first question is will AwesomeMod work with this new game patch or do I need to wait for an Awesome Update?

Second, in the list of changes made by new game patch, it mentions "Play with Genetics" in CAS.  What is that and where do I find it?  I don't see anything in CAS like that.  Am I missing something?  Is that something that comes up for new babies or something?

Thank you for your time.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2009 July 29, 02:02:02
rubenm, never mind from the picture you have posted appearently you already have patch 1.2.7 installed, you dont need to patch to 1.3.24 for your game to work propperly. i dont know why your mods are not working. maybe you should remove all your mods and delete your cache files in my documents then try installing them again.
also just a thought, when you installed patch 1.2.7 were your mods installed at the time? cuz i heard some ppl had problems with their games when they had the patch installed without removing their mods first.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 02:10:54
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 29, 02:23:36
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

For me it was the videocamera.ini. I had forgotten I had edited that file, but i Managed to find the .log file from the patch within my temp files and discovered the problem. For other people its the shader package for the outdated blur remover, or the gameplay package that the teenwhoohoo mod replaces.

In most cases it seems to have been that people replaced something in their sims3 folder and had forgotten they had done so (like me).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rubenm on 2009 July 29, 02:24:31
yeah i believe most of them were in there but they were working with that update its just i believe today they stopped working i dont know if it was because i deleting those cache files. So I just wait for the next patch or will it just do the same? Thats pretty stupid.
Right now the only problem i have (beside the ModTheSims stuff not working) is my game is crashing after about 2 minutes of playing

EDIT: seems like i had an old version of awesomemod seems to be working now
Still my ModTheSims stuff refuses to work



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 02:30:22
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

I figured. I love how one person does a dumb thing and blames something else completely else unrelated and suddenly it spreads around the whole community like wildfire.

I've already seen people running around telling everyone you need your library families restored on 5 different boards now.  ::)

I still think the sims3packs won't install if you have mods in a mods folder the game never installed in the first place and technically shouldn't even know is there thing is bs too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 July 29, 02:35:37
I still think the sims3packs won't install if you have mods in a mods folder the game never installed in the first place and technically shouldn't even know is there thing is bs too.
That is very much bollocks, yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 29, 02:53:28
I can install sims3packs just fine with mods in my mods folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vikitty on 2009 July 29, 03:15:34
The library sims thing is utter bollocks. I intentionally tested a patch without them, it works. They just did something stupid.

Strange, because that was the only thing that allowed me to patch -- restoring the sims and lots that I bahleeted in-game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mystikmoon on 2009 July 29, 03:52:43
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:00:13
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

I don't understand this at all. It shouldn't be looking there or even know that directory exists. It sounds like voodoo to me. Until I hear from someone who has looked at the inner workings of the game and can give a reason for this I will continue to think so.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 29, 04:03:44
Voodoo or not, removing Mods is the only way I can install sims3packs too.  Otherwise, it just hangs until I kill it through Task Manager.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:09:09
Meh. When I get done the Windows 7 upgrade from hell that just won't end I will test this out myself.

I wonder if moving the mods all the way out of the Electronic Arts/The Sims 3/ etc tree would make a difference. Like if I made C:\Sims3mods and then pointed the resource.cfg to look there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 29, 04:15:35
Is that what the resource.cfg is - a traffic controller?  I'm sure it helps to move Mods out of the Electronic Arts folder.  Things are susceptible to burning chicken feathers in there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 July 29, 04:27:49
Is that what the resource.cfg is - a traffic controller?  I'm sure it helps to move Mods out of the Electronic Arts folder.  Things are susceptible to burning chicken feathers in there.

Yeah, pretty much. It tells the game where to look for the mods and sets the priority it gaves the files in those directories. You can edit it with a simple text editor, even Notepad.

I'm not sure if it will take a whole path though like C:\blabla\bla etc or if it will only allow a subdirectory of Electronic Arts\The Sims 3\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: EverDreaming on 2009 July 29, 07:13:39
How do you get two teens to sleep together with the Awesomemod? Also, I heard two people of the same sex can reproduce with the help of the mod, is this true aswell?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 29, 07:22:07
How do you get two teens to sleep together with the Awesomemod? Also, I heard two people of the same sex can reproduce with the help of the mod, is this true aswell?
no* and no.

*you need a 3rd party mod to allow teens to woo hoo.  Awesomemod does not allow it but it does remove some checks that prevent other non-core mods from allowing it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 July 29, 12:51:49
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

The problem is using the launcher to directly install Sims3Packs. I have success if I go directly to the download folder and double-click the file. Let it install normally.

Yes the launcher is used, but not directly.  I can't get a Sims3Pack to install with the launcher install button.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 29, 18:46:43
I can install sims3packs just fine with mods in my mods folder.

I can't.  If I need to use the Launcher to install sims3packs, I have to remove my mods folder or else it won't work.  I didn't think that could possibly be the reason the launcher wasn't working for me, but this was the only solution that worked.  I wish that it weren't the case, but there you have it.

The problem is using the launcher to directly install Sims3Packs. I have success if I go directly to the download folder and double-click the file. Let it install normally.

Yes the launcher is used, but not directly.  I can't get a Sims3Pack to install with the launcher install button.

I still call voodoo on that since I can install directly from the launcher install button without doing anything strange to get it to work and I have a mods folder in with plenty of downloads in it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 30, 01:18:53
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 30, 01:32:06
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?

I don't know what the standard life of a sim is... so adjust the numbers to the actual ones.

If the standard lifespan of a sim is 100 days.... and you have their ages set to "long" (which is 190 days) then it will take 90% longer to get your promotion.  If on top of that you have the 10 times scale it would be 190% *10-100%... so it would be 1800% harder to get a promotion. So... let's say it would normally take your sim 2 days to get a promotion (to raise his bar from 0 to 100% filled)... it would now take 19*2 =38 days to get that promotion.

If you set age scaling off... then adjusting your sims life spans won't affect the promotion times.  So playing a long lifespan (190 days) would only make it take 10 times as long to get promoted... So it would take 20 days.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2009 July 30, 02:21:32
Can anyone give me a better description on what Job scaling settings do. As the current setting title and setting description say exactly the same thing, just in reverse.

"Scale Job Difficulty To Aging Scale" versus "Job difficulty is scaled up to age lengths if this is enabled".

Does this mean that you cant get level 10 until near death? Or does it mean that promotions are harder to obtain as you get older?

I don't know what the standard life of a sim is... so adjust the numbers to the actual ones.

If the standard lifespan of a sim is 100 days.... and you have their ages set to "long" (which is 190 days) then it will take 90% longer to get your promotion.  If on top of that you have the 10 times scale it would be 190% *10-100%... so it would be 1800% harder to get a promotion. So... let's say it would normally take your sim 2 days to get a promotion (to raise his bar from 0 to 100% filled)... it would now take 19*2 =38 days to get that promotion.

If you set age scaling off... then adjusting your sims life spans won't affect the promotion times.  So playing a long lifespan (190 days) would only make it take 10 times as long to get promoted... So it would take 20 days.

Got it. Thanks!

In that case, i'll be turning it on, asI feel  it's currently far too easy to obtain promotions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 July 30, 04:46:38
I also have no problem with using launcher for sims3pack files -- the one thing I can think of is that I have the EA store digital download version (which has a slightly different launcher .exe i believe).  Wonder if the people having trouble are DVD users...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FrickinIdjit on 2009 July 30, 04:48:32
That may be it, Quetzilla.  I play the Collector's DVD Edition and have to remove my Mods folder to install sims3packs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sumpsychochic on 2009 July 30, 05:00:28
I also have no problem with using launcher for sims3pack files -- the one thing I can think of is that I have the EA store digital download version (which has a slightly different launcher .exe i believe).  Wonder if the people having trouble are DVD users...

Another negative. I have my DVD game installed on my laptop and my desktop and neither of them have to have the mods folder removed to install via the launcher.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: NameGame on 2009 July 30, 06:27:05
I have the the same problem with the launcher hanging... But I move the resource.cfg elsewhere and back. It's one file, so it's faster.

I also recommend the 3Viewer (http://forum.jfade.com/viewtopic.php?f=51&t=466)  for anyone that doesn't already have it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 July 30, 20:18:24
Where do i get the teen pregnancy mod that works with awesome mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AnthonyK on 2009 July 30, 20:19:54
Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod

Nice! Almost better that the RTFM.

select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)

I've not been able to get this command to work. Never really tried though till after the recent patch.. (1.3) I've just recently found out about evil "doppelgangers" in town. I went up to a sim that looked like, had the same name as my simmies GF and got shooed away. By the time I realized what had happend, the doppelganger had scurried off the lot. I tried out the select command to find her and it didn't work. I though maybe it was because there was a duplicate name somewhere, so I tried it on a more uniquely named sim, and it just says unknown command, not anything about can't finding a sim.

Anyone else have this issue? Did it work in previous versions of Awesome and now is broke? Would love some feedback so next time something like this happens I don't have to hunt down the sim manually. :))


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Piffle on 2009 July 30, 20:20:49
Where do i get the teen pregnancy mod that works with awesome mod?

Use the Force.  Or, for possibly better results, the search function.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 July 30, 20:58:14
Wikki type page for awesomemod: http://wikka.moreawesomethanyou.com/Awesomemod

Nice! Almost better that the RTFM.

select firsname lastname - selects the sim Firstname Lastname and changes your active household to him.  (I think this is an awesomemod command.... but I don't know 100%.  I also haven't tested this so feedback is welcome)

I've not been able to get this command to work. Never really tried though till after the recent patch.. (1.3) I've just recently found out about evil "doppelgangers" in town. I went up to a sim that looked like, had the same name as my simmies GF and got shooed away. By the time I realized what had happend, the doppelganger had scurried off the lot. I tried out the select command to find her and it didn't work. I though maybe it was because there was a duplicate name somewhere, so I tried it on a more uniquely named sim, and it just says unknown command, not anything about can't finding a sim.

Anyone else have this issue? Did it work in previous versions of Awesome and now is broke? Would love some feedback so next time something like this happens I don't have to hunt down the sim manually. :))
I haven't ever used that one... But I do know it won't work on a homeless sim.  They have to own a house within the neighborhood to select them. Maybe I'll test it out next time I play.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 August 01, 03:51:59
Does Awesome mod TOTALLY prohibit sims from rereading books?

Now my bookworm sim always goes to the bookshelf with the "Read Something" command, but then her command got killed automatically.
And after a second or two, she pops up with "Read Something" again and command got killed and looping...
If I wasn't paying attention, she will be standing in front of the bookshelf for a few hours or more, and doing nothing.

I bought her new books but she finished them quickly.
Later I sent her to the library but it seems like she finished all the books in the library too...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 01, 03:57:32
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 01, 07:19:56
That may be it, Quetzilla.  I play the Collector's DVD Edition and have to remove my Mods folder to install sims3packs.

But I too have the Collector's DVD Edition and have no problems installing sims3packs. via the launcher... and never have had to remove my Mods folder... and Ms. Idjit as we both know...  ;)  your comp is WAY more powerful than mine... so what a weird bug/issue or w/e...  *waves and gives High Five* 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ailias on 2009 August 01, 07:33:34
I have a q-stion
what if the latest build will be always crashing in my game - how can I turn off the awesome "use the latest build!" check?
I'm satisfied with the previous build and do not want to updated it to the incompartible and not-working version.

P. S.
the latest build (30 July) crashes when I click to play on the Active family screen after the loading screen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 August 01, 13:28:30
Ailias

I have an old (before the first EA patch came out) Awesome mod which I can e-mail you.  PM me if you want it.  I have not patched my game at all. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 August 01, 16:24:03
That won't help, since that version of the mod still has the timebomb.

There's another post where Pes discusses several workarounds for the expiry date check.  Try the solutions mentioned here:
http://www.moreawesomethanyou.com/smf/index.php/topic,16098.msg464765.html#msg464765

There are several obvious workarounds:
- Change the XML with a later expiry date
- Change the core mod to remove the expiry date check
- Change the date on your computer to be before the expiry date
- Run the latest AwesomeMod without the 1.3 patch and hope for the best.

In all of these cases, don't report any bugs that you find.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OC on 2009 August 01, 19:32:10
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.

mmm but then the "Read Something" does keep popping up.
If the family contains skill books that my bookworm sim is not qualified to read, will those books be considered as unread books and trigger the "Read Something"?
Or the same case if my other family members contain (in their inventory) books that my bookworm sim hasn't read? (Like books obtained from career opportunities.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 01, 20:05:55
That's odd that "Read Something" can appear, because the action isn't even supposed to be available in the latest version if there are no unread books. If you have only old books, you can reread them only manually by picking the book specifically.
In my current game (as of 3 days ago), one of my Bookworm sims frequently (several times a day) visited the bookshelf with the Read Something want, stood there for 30+ minutes, and finally walked away.  When I turned off the Anti-Raymundo feature in AM, she started choosing books and reading them.

That tells me that 1) She'd already read all of it, and 2) That the Read Something still pops up even if it's all been read already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 02:19:37
M'kay... does anyone know the droptrait "code" for getting rid of the "Hates the Outdoors" trait...?  I had read that to get rid of the "Technophobe" trait... to type in "AntiTV" which worked great... and even tried it on this one, "AntiOutdoors"... but to no avail... don't want any of my sims not liking the outdoors...   ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 02, 02:22:43
It's simply, "HatesOutdoors".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 02:23:41
Ah... thank you so much Krisan !   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 02, 02:26:42
Yes, it's actually kind of interesting.. The "Loves the Outdoors" trait is referenced as "LovesTheOutdoors" - but for whatever reason they decided the "The" wasn't necessary for the "Hates the Outdoors" trait. (Consistency doesn't appear to be one of EAxis' strong points..)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 August 02, 10:36:14
Or else you can turn on debug commands (or is it debug interactions? I forget, I have them both on all the time) and shift-click the sim and select "modify traits for active sim" and you get the trait selector box. I found that to be much easier than 'addtrait' or 'droptrait' to use. I also use the shift-click to age-up the sims. I hate the fucking birthday cake.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 02, 10:46:18
And thank you too LV... always forget about "modify traits..."  *smacks forehead*   :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 02, 16:22:07
Hi everybody! I'm new to this board and I was wondering is there any way that someone could point me in the direction of finding 1.2.7 awesomemod? I can't seem to get it running because I have the 1.3 awesomemod all that I get is CTD when i'm loading a save or starting anew. Thanks in advanced


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 August 02, 17:30:27
If 1.3 isn't working than I assume you didn't patch? The 1.3 version is compatible with the 1.3 patch.

There is no longer any older versions of Awesome Mod as it is still in constant development. There is however a bug thread in this area that you should read - you will most likely find your answer there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 02, 20:50:32
Thankyou for your reply  dude. Honestly the problem is that I can't update to 1.3 for the very same reason someone in this thread can't. There is an error when I update from 1.2.7 to 1.3 and it seems that hasn't been sorted out here. Not to mention that 1.3 I heard is very buggy and has a whole new slue of issues. Again thankyou ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 03, 00:47:11
In AwesomeConfig, the feature "scale job performance gain to age lengths":  what will happen if aging is off?  Will the sims just never gain work performance, or will they continue to gain based on the age length they would have if aging was on?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 00:55:03
Thankyou for your reply  dude. Honestly the problem is that I can't update to 1.3 for the very same reason someone in this thread can't. There is an error when I update from 1.2.7 to 1.3 and it seems that hasn't been sorted out here. Not to mention that 1.3 I heard is very buggy and has a whole new slue of issues. Again thankyou ;D

Hearsay caused by hysteria due to user error. Plus people have messed with a lot of different game files without knowing with they were doing or backing it up and then went kermitflailing when the patch wouldn't install.

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 03, 01:10:26
In AwesomeConfig, the feature "scale job performance gain to age lengths":  what will happen if aging is off?  Will the sims just never gain work performance, or will they continue to gain based on the age length they would have if aging was on?

It will be based on the currently selected age lengths, exactly as it says.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 01:29:18
Hey everyone :) I'm new to the forum, and I've been searching foreverrr for a solution to this, but I can't find one that 100% applies to me and solves my problem.  Well, my game crashes to the desktop every time I get to the main menu and choose my neighborhood.  It's not random or anything, and it always finishes loading at the first screen.  I have the 1.3 patch and I play from the CD.  My game is not a crack, since I bought it at Target.  I have tried installing enablescripterror and it didn't fix anything either. I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help. 
  Thanks :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 03, 01:46:32
I had that one a while back, and it was apparently a problem caused by the last neighborhood I had played going corrupt. I solved it by deleting that neighborhood from the saved games folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 August 03, 01:53:49
I have tried installing enablescripterror and it didn't fix anything either.

You need to remove that package.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 01:55:13
The thing is that it crashes when I try to create a new neighborhood, too.

And I have also deleted the enablescripterror already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 02:14:03
I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help.

Did that also include deleting the contents of the WorldCaches folder? If your neighborhoods are crashing upon loading, deleting those might help.. If you've already tried this though, I'm not sure what might be at fault. I did run into a similar issue myself some weeks back though, but it somehow resolved itself after a few repeated attempts to load a savegame\start a newgame. *shrugs*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 02:20:22
Worldcache? I don't have any folder labeled that... where is that?

Just to make it a little more clearer ---> the game crashes right as I click the play button on the main menu after choosing my neighborhood.
Also I have tried at least 50 times to try to play a saved game AND a new game... still the same issue :/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 02:33:44
The "WorldCaches" directory should be in plain sight, located under the Sims 3 folder you've been deleting the other cache files in. If it's not there at all though (and that seems odd to me) then perhaps it simply hasn't been generated yet, in which case it isn't the culprit at fault here anyway.

Also yes, I experienced pretty much the same issue awhile back. I would go to load a saved game or try to start a new one.. the game would always crash very early into its attempt to load either, though. Like I said however, I didn't actually find a solution to the problem (I wasn't given enough time to do so really), it simply resolved itself after a few repeated attempts.. That's obviously not very useful information and most certainly not too encouraging either, but eh..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 02:38:25
Hmm, I guess it's not there for some reason. My caches for some reason don't appear in a folder. They are just in plain sight when I go to my Sims folder. Weird.

Haha but thanks for trying! I really appreciate it :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 02:56:06
I have tried installing enablescripterror and it didn't fix anything either.
You need to remove that package.

Exactly. Iit never fixes anything. It's not supposed to. It's only supposed to tell you what the problem is in Geekanese but even then most people will need an interpreter and it may not necessarily vomit up a message for a given person's particular problem, depending on what it is.

I wish Pescado would remove his little blurb about it in the Awesomemod download page. Too many tards who don't understand what it does and don't need to be using it are messing with it and now with the patch it may be a source of potential problems.

Anyway, it's a debug tool. Unless someone has a specific purpose to be using it and needs to get a log of an error and decipher it or give it to someone who can, it should not be used. The average ZOMGBenies!!!1111oneoneoneleveneleveneleven BBS user should not be messing with it. It is not for them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 03:00:07
Oh ok, thanks for making it so much more clear.  I've heard that it was pointless, but it's like the first thing people tell you to do when you have an issue...so I just tried it for giggles, and yeah, it didn't do anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 03, 03:02:53
Try starting your game from the CD one time. Pescado did that to solve his crash on the menu where you choose the hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 03:06:03
I ONLY start the game from the CD already.  So I wouldn't be doing anything different...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cosmikdebris on 2009 August 03, 03:10:21
Hey everyone :) I'm new to the forum, and I've been searching foreverrr for a solution to this, but I can't find one that 100% applies to me and solves my problem.  Well, my game crashes to the desktop every time I get to the main menu and choose my neighborhood.  It's not random or anything, and it always finishes loading at the first screen.  I have the 1.3 patch and I play from the CD.  My game is not a crack, since I bought it at Target.  I have tried installing enablescripterror and it didn't fix anything either. I've deleted the caches about a billion times and still nothing. It's absolutely driving me insane! I have been everywhere and nothing has been a help.  
  Thanks :)

I had the same problem.  Installing the latest official TS3 update fixed it.  Good luck!
ETA:  Wait, you said you have the 1.3 patch?  Ack.  I was sure I found the solution to your problem, as the exact same thing happened to me.  It started when I updated Awesomod, and stopped when I installed 1.3.  Oh well :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tobu on 2009 August 03, 04:21:05


Hearsay caused by hysteria due to user error. Plus people have messed with a lot of different game files without knowing with they were doing or backing it up and then went kermitflailing when the patch wouldn't install.

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.

Hey thanks dude! I'll try that. I'm amazed at how you just don't try the simple things. I'm gonna try and reinstall it.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 03, 05:04:10
Hey thanks dude! I'll try that. I'm amazed at how you just don't try the simple things. I'm gonna try and reinstall it.  ;D

I started trying to figure out what the hell files I had changed and after a bit I just figured it would be easier to reinstall. It really doesn't take that long.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 05:23:22
Hmm, I guess it's not there for some reason. My caches for some reason don't appear in a folder. They are just in plain sight when I go to my Sims folder. Weird.

Haha but thanks for trying! I really appreciate it :)

Well the WorldCaches folder has specific cache files related to the neighborhoods, these are completely different from the Compositor and CASPart's caches. Should these ever become corrupted for any reason, you'd likely be unable to successfully load a savegame or even start a newgame. (Or in lesser instances, you'd just run into bizarre problems after loadup.) Unfortunately it wasn't that simple in this case it seems..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: purplehaze on 2009 August 03, 06:30:11
If you do not have Riverview, you won't have a worldcaches folder. I got mine when I installed Riverview.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wycked on 2009 August 03, 06:40:34

If you can't patch it is most likely due to some file the game originally installed that you either directly or indirectly (via some mod/patch/crack/trainer bla bla) modified or deleted. If you aren't sure what you changed from the default base install I suggest you just reinstall the game. It will give you the option to keep your saves and custom content when you uninstall so you won't lose any of that.
I recomend running Delphy's Sims_3_Patch_Log_Viewer http://www.modthesims.info/showthread.php?t=350186 (http://www.modthesims.info/showthread.php?t=350186) to find out which file you're missing. I had to run it twice though as I was missing two music files and it only found one on the forst run. Re-installed them from the CD and the game patched beautifully so no reinstall of the game was necessary :)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 03, 06:45:20
If you do not have Riverview, you won't have a worldcaches folder. I got mine when I installed Riverview.

Interesting.
I generally only use Riverview, since I feel that neighborhood is vastly superior in the way it is laid out.. so it's not surprising that I never noticed this before. Though everything else I've said about it is true at least, even if it is Riverview specific. I've fixed several little (and not so little) neighborhood specific problems from just deleting those files. (And of worthy note, the crashing I was experiencing awhile back which was similar to what spazznova is experiencing happened specifically to Riverview only.. both savedgames and when attempting to load it as a newgame. It wouldn't surprise me if something in the cache was causing it, and that my repeated attempts to load it somehow flushed it out.)

Oh well, glad you told me about this at least. I'll keep it in mind for the future..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daz on 2009 August 03, 14:06:10
Ahhh, ok that makes sense why I don't have the Worldcaches since I don't have Riverview. Hmm, I guess I'll just have to keep on searching for some sort of solution. Thanks everyone though.

Do you think it would be safe for me to start a topic on the forum about my issue? Or should I just keep it on this one?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: starsong on 2009 August 04, 02:39:42
Perhaps I have a dumb question.

When I downloaded AM today it arrived with an extra package file, namely, csmacd.package. While I'm not opposed to happily dropping said file into my Packages folder and accepting that Pescado knows best, my unhealthy curiosity bids me ask:

What is this file, and what does it do?

My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tenjho on 2009 August 04, 02:52:30
CSMA- CD : Carrier Sense Multiple Access - Collision Detection.
Quote
Experimental rear-end collision pathfinding check installed: Sims should no longer be stopped by someone colliding from behind, resulting in two sims going in the same direction both stopping.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 02:58:16
Perhaps I have a dumb question.

When I downloaded AM today it arrived with an extra package file, namely, csmacd.package. While I'm not opposed to happily dropping said file into my Packages folder and accepting that Pescado knows best, my unhealthy curiosity bids me ask:

What is this file, and what does it do?

My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?
Yeah... it is for routing failures.  I downloaded an earlier version from here: http://www.moreawesomethanyou.com/smf/index.php/topic,16077.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 04, 03:00:10
If you intend on using the new Token-Ring rabbit-hole queuing system, then the CSMA-CD package does little for you.  I originally thought it would, but based on all the testing I've done with the Routing XML file (which amounts to over 30 hours now), it has little impact on standard routing.  There are other tweaks to the same XML file that can give greater results to the same routing algorithm that sims use.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 August 04, 03:07:28
When you download awesome mod it has awesome.package and csmacd.package
Do i install csmacd.package to?

Will anyone answer this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 04, 03:10:58
Quote
NEW UPDATE
Experimental Awesome Story Mode can be enabled from the Config.

Does this mean that Awesome Story Mode is now a part of Awesomemod, or is this just for when it is released? I searched, but couldn't find it as a separate download. Just wondered if it's safe to get excited.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 03:17:26
Does this mean that Awesome Story Mode is now a part of Awesomemod, or is this just for when it is released? I searched, but couldn't find it as a separate download. Just wondered if it's safe to get excited.

No, it's out now included with Awesomemod. You enable or disable it via the config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 03:30:26
My thoughts are only that it has to do with alleviating routing failures, but can anyone enlighten me with specifics?
That wasn't supposed to be there, it's a seperate item located in the regular hacks section. So, packaging error. I will remove it from the main package.

If you intend on using the new Token-Ring rabbit-hole queuing system, then the CSMA-CD package does little for you.  I originally thought it would, but based on all the testing I've done with the Routing XML file (which amounts to over 30 hours now), it has little impact on standard routing.  There are other tweaks to the same XML file that can give greater results to the same routing algorithm that sims use.
Well, I tweaked it some more, but the two are unrelated issues: CSMA/CD is used in normal routing, but it fails on rabbit-hole entry with severe congestion because you just get endless collisions, so a new thing was implemented specifically for rabbitholes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 03:31:20
Says that both Indie Stone and Awesome story mode are enabled in the RFM. Am I to remove the Indie stone and disable it in the config?  Surely one isn't to use both the Indie Stone and the Awesome storyo mod at the same time?
 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 03:32:30
That option only exists to autodetect Indiestone, if you are using it. If you do not have Indiestone, the option will turn itself off automatically when the autodetect fails. Disabling it will mean that you ignore the autodetect and never activate IndieStone, even if it is installed. It is not necessary to change this option unless you have both mods installed and for some reason want to deactivate ISM's driver.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 03:34:52
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 04, 03:41:47
Great! Thanks for clearing up the confusion.  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 04:07:44
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.

For what it's worth, I and some others have already been running it for a few of days now (was running test builds) and it runs pretty well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 04, 05:39:40
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 05:50:35
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D
Yeah... You shift click on the sim and an option menu pops up that includes aging them up immediatly.


@rhodaloo  as an alpha tester for this version for the past 4 or 5 days... I can verify that it works just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 04, 05:59:41
Ok, that clears up my confusion. I shall wait for feedback from the other beta testers.

For what it's worth, I and some others have already been running it for a few of days now (was running test builds) and it runs pretty well.

I concur with Motoki and Simius.  It's running very smoothly in my game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 04, 06:06:05
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:10:40
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?

It's basically more or less along the line of what the Indie Stone mod does in that it controls the other townie sims in the neighborhood when you are not.

Pescado is taking a bottom up, show don't tell approach with it so when things happen like it says a sim is going to get a job you can go to that building and actually see them walk up and get the job.

He's created it so things will happen logically and for a reason, ie if a sim has wants to join the athletic career they won't just randomly join culinary and a family won't move out to a less expensive home and have their funds evaporate.

Again, if you've played the Indie Stone it's really similar, it's just the approach to how he does it behind the scenes is somewhat different.

Not that the story mode notifications by default are off in awesomemod so if you want to get them for awesome story mode you need to enable that in the config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 04, 06:14:05
so if we use awesome's storymode does that conflict with Indiestone's?  Or is it more of an add-on if you have both?

Will this possibly lead to events happening around town like an actual wedding or a birthday party that your sims you are playing could be invited to or crash?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:18:19
so if we use awesome's storymode does that conflict with Indiestone's?  Or is it more of an add-on if you have both?

You can have both but only one will actually be active at any give time.

You can switch back and forth between them on the fly in the game without having to restart by entering these commands in the console:

Setconfig UseIndieStoneDriver True/False
Setconfig UseAwesomeStoryDriver True/False

Note that it's impossible to have both true, if you turn one true, it will turn the other off.

If you turn them both false you get the default EAxis story mode.

You can check to see which is active by typing showconfig in the console.

You don't have to mess with this all in the console, you can set it in the config and just not worry about it, but if you want to switch back and forth between them in game then right now you need the console to do that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 04, 06:21:21
oh, nifty.  Thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 04, 06:22:06
I am unable to find info about what Awesome Storymode includes.
Could somebody please direct me to it?

It's basically more or less along the line of what the Indie Stone mod does in that it controls the other townie sims in the neighborhood when you are not.

Pescado is taking a top-down, show don't tell approach with it so when things happen like it says a sim is going to get a job you can go to that building and actually see them walk up and get the job.

He's created it so things will happen logically and for a reason, ie if a sim has wants to join the athletic career they won't just randomly join culinary and a family won't move out to a less expensive home and have their funds evaporate.

Again, if you've played the Indie Stone it's really similar, it's just the approach to how he does it behind the scenes is somewhat different.

Not that the story mode notifications by default are off in awesomemod so if you want to get them for awesome story mode you need to enable that in the config.

Thank you Motoki... it's nice to have more of an explanation what AM's SP does... as I was wondering the same thing... and if we get many more acronyms around here, we'll be sounding like the military...   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 04, 06:24:29
how are reproduction rates with awesomestory? as much/more/less than indie?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 06:42:34
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 04, 06:51:41
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.

mmm, fair enough, sounds pretty good. as much as i found indie's "____ and ____ are expecting their sixth baby!" lol worthy...

and damn, when pescado makes something, he makes it good. I hated how even with indie sims would randomly move around musical houses style from mansions to cheap homes for no good reason...this sounds much better...and yay to charities actually having a purpose :0


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 07:02:00
and damn, when pescado makes something, he makes it good.
Accept no Kewian-based substitutes!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 07:09:12
how are reproduction rates with awesomestory? as much/more/less than indie?

In my experience, less. I'm probably not a good example though because I started a new game and nuked everyone (Destroyallhumans) and started from scratch so I basically started off with an empty hood which won't be the norm for most people.

Indie for me was making people breed like rabbits and moving mass quantities of sims into town. Awesome story mode isn't doing that. The progression has been a bit slow so I just tried to nudge it along by creating some more sims and moving them in, but again my situation really isn't the norm.

The one thing that differs is there are no shortcuts or free passes here so if a sim family does not have enough money for a house they will not move into it. Indie would just assign them a random house and then give them a flat 25k in funds.

It's much more important here to make sure you have some low income housing with enough beds and a crib etc if you don't want to end up with homeless families.

There's a whole system to that too. They will pay money into an 'apartment' and for food etc. They can get money from the pot that you give to charity too so if you have good sims the more you give, the more it literally will benefit any homeless sims. If they get enough money to move into a home that meets their needs (enough beds for their family basically and cribs for babies and toddlers) then they will move in.

If not then they can potentially starve to death, though it takes a long time.
I just wanted to add something about homeless sims and charities:

Sims who own homes now pay bills just like your active family does.  Homeless sims pay $400 rent per sim every time bills come.  (which I believe is 2 times per week... although I might be wrong about that.)  They basically live in apartments and aren't truly homeless... yet.  At any rate, if they don't make enough money from their jobs to cover their rent... their funds will get lower and lower and lower.  Once they can no longer afford rent... they are evicted from their apartments.  At that point, they pay $10 (I think) per day for food.  Once they run out of money for food they are sol and start getting skinnier and skinnier until eventually they starve to death.  If they happen to go to the park and eat a burger... of course this will help.  On average it takes 5 days for a sim to starve to death (If I remember correctly).  Fat fuckers take longer.

Sims who can't afford food can get charity to pay for their meals.  Charity doesn't help pay for rent or add to their wealth, however.  You can also just drag and drop inventory onto a sim and when he goes back to the homeless bin... he'll sell that item so he'll have some more money to buy food with.  

The only thing I don't remember too well is if charity gets used up entirely at the end of the bill cycle... or if it carries over to the next bill cycle.  (So for example, if you donated $1000 to charity... and then a sim uses $10 before the next set of bills come... I don't know if the charity gets reset to $0 or if it would be at $990 after the bills come)

On a final note, evil sims can undermine charities as well.  So if there is $1000 in the charity pool... and an evil sim spends $500 to undermine a charity.. the charity pool would get dropped to $500.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 04, 07:27:01
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D
Yeah... You shift click on the sim and an option menu pops up that includes aging them up immediatly.


Not exactly what I meant. When I do that, it sends them straight into the next age group. I just want to age him/her up a few days, not whole age groups. Thanks for helping, though!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: blackcat on 2009 August 04, 07:38:50
Just a quick question:

Is it possible to age up a sim in a household a few days, independently of everyone else in the house and neighborhood? E.g., A husband and wife are the same age, and I want the wife to be halfway through adulthood while the husband is only in one or two days, even though to begin with they are the exact same age?


Thank you! :D

I use Neighborhood Workshop. It's an editor for save games and there you have AgingYearsSinceLastAgeTransition variable which you can change. Here (http://modthesims.info/showthread.php?t=350770&highlight=workshop)  is it's thread


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BobDob on 2009 August 04, 07:57:58
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 04, 08:08:21
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 09:33:50
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
Pretty much all sims will stay in their homes.  Since the bill isn't very much per bill cycle.... and they don't waste their money buying cars and crap like active family sims do.  So they won't all of a sudden not be able to afford their house... But once they become homeless they need to work to keep up with the rent.  I haven't seen any sims starve to death in my game... but I imagine as long as they are working they should be fine.  (unless they have tons of kids).  Also, when I was playing... the sims throughout the neighborhood did keep their performance up in their jobs and even seemed to improve their job related skills. I think they'd have to be really big fuckups to actually starve.  Even with a crappy job.

At any rate, my neighborhoods seemed pretty dynamic for as long as I played them.  1 trick is to add cribs to at least a few houses since sims won't spawn babies in story mode if they have nowhere to store thier rugrats.  A bonus is that sims will seek houses with cribs when they want to have babies... So you can add cribs to as many houses or as few houses as you prefer to get the children growth how you like it throughout your town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 09:37:22
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.
Probably: The Bunches own their own house, so are not homeless and paying rent to a slumlord. Therefore, their bills are equal to what you would pay if you were playing them, and so they should be fine, as even the most menial jobs tend to manage basic upkeep.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 04, 09:47:21
Could teens get jobs automatically? Or at least a percentage chance of getting a job, based on traits and family finances?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 09:50:08
Could teens get jobs automatically? Or at least a percentage chance of getting a job, based on traits and family finances?
They already do.  I've made a few orphanages filled with only 12s and they go ahead get jobs on their own.  (while I am playing some other family)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 04, 10:11:47
I didn't notice that when I was testing. I did notice none of the Bunch kids had jobs and as they aren't a family I play, I assumed teens didn't get auto-jobs. All my playable teens had jobs already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 04, 11:27:02
It is a good question, and a valid one.  Take the Bunch family for example:  can two working parents keep up with the weekly total tax for a family of 6, in a decent sized house?  Especially if their work performance is scaled to a longer game via config options.  I'm dubious, and think that kids (Teens down to babies) should have a slightly smaller affect on taxes, to offset the fact they generally don't work, and don't use quite as many resources as parents do.
Probably: The Bunches own their own house, so are not homeless and paying rent to a slumlord. Therefore, their bills are equal to what you would pay if you were playing them, and so they should be fine, as even the most menial jobs tend to manage basic upkeep.

I am using a bills mod that quadruples the bills as well as makes them payable only once per week on Friday, would this make things more difficult for non-player families in AM storymode or would I be better off removing that mod? I like the higher bills for more personal challenge but I don't want NPC families to fall into poverty as a result.

For the record it's this mod (http://www.modthesims.info/download.php?t=350633), I am using the quadruple bill once a week version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rhodaloo on 2009 August 04, 12:15:25
Good to get better details of how awesomemod's story progression works.  I'll reconfigure awesome mod to try it.  I'll see if the youngest notices a difference when he plays.   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 13:48:16
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P

Just curious if this is just me or other people have this in their game, too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 04, 14:43:58
Derelict vehicles automatically cleaned up. Can also trigger manually with "towderelicts".
New "elegant" boss/coworker system: NPCs will no longer be generated unless you specifically attempt to interact with them, so if you try to interact with them, they will be generated, otherwise, they will be kept virtual and save you on neighborhood space.

Excellent additions.

I wasn't aware of these ghost cars until I heard about it on sunday, and was concerned about it, being one of these people who likes to tweak stuff to  get optimum performance, so I appreciate that particular aspect of the mod.

Is there a specific time of day AM does the car sweep? Or as it goes along?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 04, 14:48:01
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P

Just curious if this is just me or other people have this in their game, too.

I've been running storymode on a new save of Sunset Valley in third speed for about two sim weeks, and have observed the same thing. So far, none of the sims that are in a pre-existing relationship appear to have the infidelity problem, but the relationships Awesomemode makes never seem to stick. I wouldn't mind if they only hopped from one relationship to another, but they are actually holding onto their old ones. Take this guy, Gobias Koffi, who ended up with 2 wifes, a fiancee that he probably will end up marrying after deserting the newest wife, a girlfriend and another romantic interest. His other wife now lives alone in their old house, while he moved in with the new one.

So yeah, I'm having the same problem.

(http://i881.photobucket.com/albums/ac15/Arphenion_photos/gob_koffi_harem.jpg)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 14:54:02
Yeah, see, there are a few bugs in the engine still to shake out, apparently, which is why it is still not default enabled. Trying to track this bug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 04, 15:02:00
What's ironic is that Gobias Koffi is supposed to be gay, as his intro text implies. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 15:03:48
Anyone else notice rampant romancing with storymod? My sims seem to be a very unfaithful bunch, hopping from relationship to relationship. In the one week I've played, Jamie Jolina has been married three times, and a certain Norbert Watson is romancing at least half of the town, grannies included.

I don't mind some drama, but I liked some of the couples that were thrown up and I really don't feel like trekking across the neighbourhood everytime some sims get frisky to punch them in the kidneys  :P
I think this is a fatal bug with attributes that aren't sticking properly. Try the new version.

(http://i881.photobucket.com/albums/ac15/Arphenion_photos/gob_koffi_harem.jpg)
Yeah, definitely hosed. This is why it is marked experimental and not enabled by default. Burn the corrupted neighborhood, try again with the new version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 04, 15:20:47
Hmm I encountered a problem.

Even though I have TrackAllMovingCars disabled, the purple car icons are still showing up on the neighbourhood map.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 15:31:07
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

Oh and thanks BTW for the rear-end collision pathfinding thing even if it's experimental for now. Everytime I see that I feel the urge to slap the devs with a fish...

Take this guy, Gobias Koffi, who ended up with 2 wifes, a fiancee that he probably will end up marrying after deserting the newest wife, a girlfriend and another romantic interest.
Just out of curiosity: Is polygamy (with marriage and everything) even possible in the vanilla game?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spambi on 2009 August 04, 15:52:01
Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 16:03:08
I like the logic of the bottom up approach, but are the sims actually capable of making good money and succeeding?  If the end result is that all sims end up going from houses to apartment to homeless to starvation, it may be a valid comment on welfare economics, but I'm not sure if that will end up being a very fun, interactive neighborhood.  Does anybody have any data points on what happens in a typical starting neighborhood with the new story mode?
Pretty much all sims will stay in their homes.  Since the bill isn't very much per bill cycle.... and they don't waste their money buying cars and crap like active family sims do.  So they won't all of a sudden not be able to afford their house... But once they become homeless they need to work to keep up with the rent.  I haven't seen any sims starve to death in my game... but I imagine as long as they are working they should be fine.  (unless they have tons of kids).  Also, when I was playing... the sims throughout the neighborhood did keep their performance up in their jobs and even seemed to improve their job related skills. I think they'd have to be really big fuckups to actually starve.  Even with a crappy job.

Yeah, that has been my experience too. I didn't have anyone in a house get kicked out of it, however as I mentioned in the chat I am having some trouble getting some new spawned famblies into homes in the first place. The last few famblies the game spawned had 3 or 4 kids and around 11k. I have very, very few 4 or 5 bedroom houses to begin with and even when going to look for custom content houses they are rare, but it's pretty much impossible to get one for that little money.

If the kids spawning was scaled back (did a spawned boss really need to come with 4 kids?) and they were given a more realistic sum of funds to start with (I know Pescado says he did this but the math just isn't always working out in my experience) then I think it would work a lot better. They'd get into homes and then from there can start having kids and building funds and working their way up to a nicer house through the story mode in the game.

I think the new famblies should spawn single sims or couples mostly, which will find housing easily since they only require 1 bed, or at most 1-2 kids. Any more than that and it just becomes impossible for them to find housing to fill their needs and budget and they end up homeless forever.

I've actually gotten them moved in without cheating by building a few EXTREMELY cheap crappy homes with 4 beds and a crib for 10k, but I really would rather not dot my neighborhood with cheap shitty houses.

Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?

I think you will find compared to Indie, AM Story Mode immigrates VERY few sims and when it does it is almost always with some reason. I started with an empty hood with Indie and it was filled with tons of immigrated sim famblies in no time. With AM Story Mode I still had a fairly empty hood after a few sim weeks and finally just made a bunch of my own sims and moved them in to populate the neighborhood.

You can delete the famblies it spawns but bear in mind that with AM Story Mode, unlike Indie, there is very likely some reason that a fambly spawned like it's someone's boss or coworkers and there wasn't an existing sim in town in that career/level to fit the need so it had to spawn one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: neder on 2009 August 04, 16:14:29
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

That's an EA feature, not AM's fault.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 04, 16:22:49
I'd like to know how (if at all) Awesome story mode allocates traits. I'm asking because until now it seems to me that traits aren't even assigned on a random basis. Some sim weeks ago I made a couple of families, made them try for baby directly after moving them in and then left them on their own (not blessed/sacred or anything). Now my hood is almost overflowing with anti-social freaks, not one of them turned out to be without a bad trait.

That's an EA feature, not AM's fault.

And here I was hoping Pescado actually managed to emulate the MATY forum :(  That would have been cool.

Still, I don't know about you, but from where I stand, it seems like RL... Who would like all nice sims? They still don't fight enough, though I still haven't tried the new mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 16:36:41
That's an EA feature, not AM's fault.
I didn't want to imply it was AM's fault at all. I'm just curious if Awesome story mode is beating some sense into the trait allocation or is planned to do so in the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 04, 16:42:49
Story Progression does not regulate the selection of traits in the game, that is determined by the Aging Engine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 August 04, 16:45:33
For all I've seen, the trait allocation is completely random -- but what's not random is the age at which every trait becomes available, that's defined in an XML. And since babies get 2 traits to start with, and those 2 traits are taken from a relatively small subset, you're going to see the traits from that subset much more often than others. Half my neighbourhood was friendly virtuosos because of that  :P -- for me it helped greatly to tweak the whole thing, nuking the traits I have no use for, and enabling basically everything but the romance-type ones from baby onwards. I had a lot more variation after that.

I'm not exactly sure whether the current Awesomemod cooperates with external Traits XMLs (I use an old one), please doublecheck before you try this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 04, 16:56:28
Story Progression does not regulate the selection of traits in the game, that is determined by the Aging Engine.
Yeah, ok, I know crap about the different engines.  ::) Any (long term) plans on making the traits depend on the parents' traits and "family situation" by altering the Aging Engine?  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 04, 17:07:47
Is there a breakdown anywhere of exactly what the AM story driver does, and how it differs from ISM? I can't decide which is better because I have no idea how the Awesome one actually behaves. I've looked around for an explanation... but can't find one. Perhaps I'm blind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 17:19:09
Basically it just runs the damned town. Why do people need a dissertation about it? It's easy enough to turn off of to switch back and forth between it and Indie Stone. Just try it out or don't.

I didn't see EA exhaustively documenting every single minute feature that their story mode does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 04, 17:45:02
I didn't see EA exhaustively documenting every single minute feature that their story mode does.

Since when did anyone here use what EA does or does not do as a guide for what should or should not be done?

Though I'm assuming it's more better, I am still curious to know how the story progression now works with Awesomemod and how it is different from my other options, (EA or ISM). I really don't think that's an absurd or unreasonable question. No one needs to explain it if the explanation is not already available somewhere else - that's all I was asking! 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 17:58:23
There is no detailed documentation on it that I am aware of. I've talked with Pescado and some of the other testers about it and various features. There's a good explanation of the homeless thing that Simius wrote up earlier in this thread.

It does a lot of things but I can't exactly recall them all in specifics off the top of my head. It's pretty obvious what's going on if you turn the notifications on though.

The main thing is that things that happen have to make sense and have a reason. Even the romantic pairings are not totally random as there's a matching algorithm. Also many of the events you can actually go and watch them occurring.

It's kind of hard (at least for me) to explain all the differences other than to just generally explain the differences in approach to events but I feel like it's easier to just try it out and see the differences.

I'm sure someone at some point who is meticulous and detailed and better at explaining things than I will put a bunch of info up on the wiki, but as of yet I do not believe there is such documentation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 18:22:17
Rampant Romancing has been adequately squashed now, huzzah! Sims seem very picky now, and there's still some adultery going on, but that's allright for me.

Is the pop-up announcing a sim is going to work supposed to, erh, pop up everytime they do so? If this is the case, most of my neighbourhood just isn't going to work at all. No idea if storymod is supposed to finally fix this problem or not, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 18:35:56
Rampant Romancing has been adequately squashed now, huzzah! Sims seem very picky now, and there's still some adultery going on, but that's allright for me.

Is the pop-up announcing a sim is going to work supposed to, erh, pop up everytime they do so? If this is the case, most of my neighbourhood just isn't going to work at all. No idea if storymod is supposed to finally fix this problem or not, though.
The pop up only happens when a sim was supposed to go to work... but doesn't for some reason.  It is basically telling you that the Awesomestory is re-telling them to go.  I've seen it happen 2 or 3 times in a row.  However... I don't think you'll see it everytime a sim goes to work unless there was something that prevented them from going on the first "go to work you little piece of shit" command.  To test it track a few families whom you know their work schedule.  If they go to work without the pop up... you pretty much know that other sims are doing so as well.  In my experience I didn't run into any sims with the super red work performance that existed prior to awesome story mode.

Honestly... that is the best thing to do.   test it out and observe the town.  Story mode does a lot of things semi-in-the-background  but it does show it happening if you pay attention.  So if you really want to know if it is working you need to go out of your way a tad and observe it actually happening.  Or if you really want to know if a feature is implemented watch the town and see if it is happening.

For example... if you set a sim to have no money and no job... you'll see him get a job almost right away since story mode says "Oh shit.  Jack is worried about being a broke mother fucker... how can I fix that"

Or if a YA sim is living with her parents... You might see her move out to house with a crib since the story mode says "this sim has enough money to buy a house and she wants to start a family.... but she can't... is there a solution?  Yes, she can go buy a house that she can start a family with!"

or if a sim hates his fucking husband... You might see a divorce.

Or if a sim loves her boytoy... You might see them get married.

As motoki says... it all makes sense... but so much shit happens it is hard to remember it all and since it does make sense it doesn't stick out as being weird when it happens. (besides maybe the sims cheating on their spouses... but that is kind of controlled by their personalities... a fear-of-commitment sim MIGHT get married... But he isn't going to be committed to the marriage.  Just like a flirty sim will probably get married... but that doesn't mean she can't still fool around on the side.  I mean, it isn't like the majority of married couples here in the US have never cheated on their SO.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 04, 18:46:43
That makes sense  :) There'd be a godawful spam if it popped up everytime a sim went to work, and sims not going to work was such a major annoyance I couldn't really believe Pescado hadn't fixed it at all. Cheers for explaining that to me.

As I said, I don't mind a bit of adultery, it's only Pauline Wan who's up to it atm anyway. I'll have to check her traits and see if she's flirty / has commitment issues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 18:50:11
That makes sense  :) There'd be a godawful spam if it popped up everytime a sim went to work, and sims not going to work was such a major annoyance I couldn't really believe Pescado hadn't fixed it at all. Cheers for explaining that to me.

As I said, I don't mind a bit of adultery, it's only Pauline Wan who's up to it atm anyway. I'll have to check her traits and see if she's flirty / has commitment issues.
For the record... I know commitment issues affects it... But I'm guessing on flirty.  There may be other traits that influence it one way or the other as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 18:54:11
It does a lot of things but I can't exactly recall them all in specifics off the top of my head. It's pretty obvious what's going on if you turn the notifications on though.

Just for my own sanity:

Is it the "InformOnStoryAction" flag in the config that enables Awesome story mode notifications?

The description talks about it being ignored by 3rd-party drivers, and I took that to mean that it only works on EAxis story mode.  Am I wrong?

If I'm right, where do I enable Awesome's story notifications? I can't seem to find anything else that makes sense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 18:59:02
Yes that is what you do. It ignores the Indie Stone Story Mode driver as it provides its own notifications but it does show Awesome Story Mode and EAxis Story Mode notifications.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 19:10:00
Excellent, thanks for the clarification.

I just last night started a new neighborhood to check out the new Awesome story mode.  I started by gassing the neighborhood and then adding my single custom sim.  The neighborhood is completely empty except for her right now.  No one has moved in as of yet, so tonight I'm going to try "seeding" the neighborhood with half a dozen or so custom sim families to see if I can kick-start some life into the place.  I wish I wasn't at work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 19:13:25
Excellent, thanks for the clarification.

I just last night started a new neighborhood to check out the new Awesome story mode.  I started by gassing the neighborhood and then adding my single custom sim.  The neighborhood is completely empty except for her right now.  No one has moved in as of yet, so tonight I'm going to try "seeding" the neighborhood with half a dozen or so custom sim families to see if I can kick-start some life into the place.  I wish I wasn't at work.

In my experience it is no so good at seeding a new blank neighborhood so either like you said seed it yourself with some of your own sims or run Indie Stone for a little bit and let it generate some. You have more control with the former option though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AyaJulia on 2009 August 04, 19:22:18
Hello again MATYzens. :) I have a question about Supreme Commander, if you don't mind.

I use SC largely for two functions: Trash Rummage (law enforcement/journalism sims) and collection. However, SC doesn't seem to be "aware" of all of the locations where these things can be collected. It'll search three trash cans and then proclaim that there are no more trash cans to search, and when loading up the game and reenabling SC, it doesn't seem to be aware of collectible spawns, claiming "No collectables of this type on map!" It works properly with rocks and the like after a while, but that first chunk of time where it doesn't work is a little annoying. :)

Is there anything in particular I need to DO to have SC function a little more intelligently? I tried to testingcheatsenabled true "Make Me Know Everyone" so that my sim would know where all of the occupied houses (and thus trash cans) were, but it still only rummages the same two or three before telling me it can't. And do I need to have my collecto-bot get the Collection Helper or what? :s

Thanks very much for any help in advance!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spambi on 2009 August 04, 19:56:30
Are there plans to add an option to turn immigration off in AM? That's the only feature I miss from ISM, which otherwise didn't work for me.

In the meantime, is there any harm in regularly deleting the townies that move into town?

I think you will find compared to Indie, AM Story Mode immigrates VERY few sims and when it does it is almost always with some reason. I started with an empty hood with Indie and it was filled with tons of immigrated sim famblies in no time. With AM Story Mode I still had a fairly empty hood after a few sim weeks and finally just made a bunch of my own sims and moved them in to populate the neighborhood.

You can delete the famblies it spawns but bear in mind that with AM Story Mode, unlike Indie, there is very likely some reason that a fambly spawned like it's someone's boss or coworkers and there wasn't an existing sim in town in that career/level to fit the need so it had to spawn one.

Well, I have homeless sims in my hood that fill in as co-workers and such.

I guess what I really want is an option to bar townies from breeding/forming relationships with custom sims. I don't mind them hanging around, I just don't want them polluting the gene pool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skydivedude on 2009 August 04, 20:54:28
Is there a way to end a pregnancy in sims 3?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bobsdesk on 2009 August 04, 21:06:55
Post Path, is this working yet?
The last time I tried it infected all of my saved games. I removed it but now the pathing is atrocious and the dishwasher wont work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 04, 21:22:51
Is there a way to end a pregnancy in sims 3?

http://i241.photobucket.com/albums/ff224/VR6_Bishop13/falconpunc.jpg


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 04, 21:32:26
By the way falconpuch is implemented as a real command in the latest build.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 August 04, 22:38:47
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 04, 22:50:05
By the way falconpuch is implemented as a real command in the latest build.

And I hope it's optional... as to many women this is a disgusting thing to joke about and have implemented in a "game"... it brings to the forefront how abusive men can really devastate a woman's life... and this is just my personal opinion... so if y'all wanna knife me then go ahead... but to those of us who have had abusive fathers in our past... this subject is really NOT funny...   ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 04, 23:21:57
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language
Looking for romance victims simply means it is running the compatability check to see who he should try to try to boink.  Basically it is just generating data at that point for use later.

 "Christopher Steel and Molly french at Wilsinoff Community Theater" means they are going to the theatre to fuck.  Not to knock each other up, however.  There is a separate notification when someone gets knocked up.  (But they need to have 1 empty crib at her house otherwise such an event fails since she can't fit any more kids in her house right now)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 02:42:02
I just wanted to point out that the Awesome story mode Is great but I have a question about the romance aspect of it. Whenever It says Romance "Christopher steel looking for romance victims" "Christopher Steel and Molly french at Wilsinoff Community Theater" Does this mean that he has Impregnated her or that there relationship just went up so they woohoo'd. Excuse me for my English It isn't my first language
Looking for romance victims simply means it is running the compatability check to see who he should try to try to boink.  Basically it is just generating data at that point for use later.

 "Christopher Steel and Molly french at Wilsinoff Community Theater" means they are going to the theatre to fuck.  Not to knock each other up, however.  There is a separate notification when someone gets knocked up.  (But they need to have 1 empty crib at her house otherwise such an event fails since she can't fit any more kids in her house right now)

I just started playing with Awesome sotry mode today and these sort of Romance notifications are popping up all the time.  What concerns me somewhat is that some married sims are cheating on thier spouses; while this is fine for realisim sake, I don't want this to be happening with all my married sims.  In some cases it totally makes sense: Thorton Wolf was cheating on Morganna for instance.  But then I also saw Pablo Martiez out with someone other than his wife, and he doesn't have the Commitment Issues trait.  So I was wondering if certain traits make cheating more or less likely, or if it's basically a free for all and my married Good, Family-Oriented, Hopeless Romantics will be boinking random sims in the Mausoleum on a regular basis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 05, 02:46:30
I just started playing with Awesome sotry mode today and these sort of Romance notifications are popping up all the time.  What concerns me somewhat is that some married sims are cheating on thier spouses; while this is fine for realisim sake, I don't want this to be happening with all my married sims.  In some cases it totally makes sense: Thorton Wolf was cheating on Morganna for instance.  But then I also saw Pablo Martiez out with someone other than his wife, and he doesn't have the Commitment Issues trait.  So I was wondering if certain traits make cheating more or less likely, or if it's basically a free for all and my married Good, Family-Oriented, Hopeless Romantics will be boinking random sims in the Mausoleum on a regular basis.
Traits affect it... although I don't have that data for which ones make it more likely and which ones make it less likely... so what I'd recommend is make a list of who is cheating and what their traits are.  Perhaps you can figure out which traits make a sim more likely to cheat on their spouse.  As an aside... already having a romantic interest other than one's husband might also affect cheating, although I'm not sure.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 02:55:07
They're not SUPPOSED to be cheating on anyone unless something has gone wrong, or they have one of the romance traits. If you're seeing it, this is a bug and likely something has not been properly linked.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 05, 03:23:31
I had a notification that a female sim who I knew to be married was meeting up for romance with someone I knew wasn't her husband. I checked in on her, and I was correct. It was her nephew-by-marriage. I let it go because I thought it was funny--she has the "family oriented" trait, and she'd certainly oriented on family for cheating purposes.  ;D 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 05, 03:27:42
I had a notification that a female sim who I knew to be married was meeting up for romance with someone I knew wasn't her husband. I checked in on her, and I was correct. It was her nephew-by-marriage. I let it go because I thought it was funny--she has the "family oriented" trait, and she'd certainly oriented on family for cheating purposes.  ;D 

Non-story mode related, one of my sims wanted to get it on with her father in law.  Kinda weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 03:28:35
Check to make sure you're using the latest, several bugs have been fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 04:07:15
one of the romance traits.
These would include Flirty then?  I know Pablo Martiez is Flirty (so is his wife).  I'll try to pay close attention to who I see cheating, but a list of what the story driver considers "romance traits" would help me pin-point any cheating that isn't actually supposed to be happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 04:26:24
Flirty sims will flirt inappropriately, yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 05:15:09
While I was aware that there were certainly many "romance" messages flying by each day & night, I was stupidly unaware of the level of subterfuge involved.  Having noticed that a Paige Landgraab (in my new neighborhood, the Landgraabs had three children, rather than just Malcolm as usual) was meeting different men in different locations every night, I decided to check it out.  So I selected her and was very surprised to find that she was married to a Landgraab son (Cale), but also to another man named Kermit Bowles.  Even more surprising was the fact that they were all living in the same house (swingers, or rampant blissful ignorance?).  In addition to this, she had 7 more "love interests" in her relationship panel and 1 more called "boyfriend".  What a slut - LOL!  I was tempted to try to kill her!  Apparently, she had been too busy to eat anything ... what with all the running around town cheating on her 2 husbands ... as her hunger meter was all the way at the bottom, but meh!

Traits included:  flirty; commitment issues; excitable; childish; and computer whiz.  (The first four were rather predictable, anyway.)

While I was in their house, two things happened.  First, she appeared to get stuck.  I reset her and she disappeared (not by the mailbox as is typical, or anywhere else in the house I could see, but the UI seemed to indicate she was still there (so I ordered her to "Go Here" and only her head appeared and then vanished again).  Kermit also got stuck, so I moved him with Move Objects and then I saw what looked like a large bowl on the floor where he had been standing.  I tried to delete it, but could not.   Immediately following this, I got a Flagrant System Error.  I tried to attach the file, but apparently it is too large.  If anyone needs it for debug purposes, just PM me.

Needless to say, I quit without saving ... cooties! Damn, should have typed "trogdorstrikesagain" in the console first!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 05:43:21
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 05:56:24
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

Using version of Aug. 4th at 12:30 PM according to the file once unzipped.  I just checked to make sure it's current by downloading another copy from Mirror 1 and comparing the time stamps.

However, I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.  I've had the game running in the background awhile.  I've just restarted after shutting the game down without saving, so I'll see if anything else lilke this pops up.  If so, I'll let you know.   I'll also go back in to the game now and type "checkromances" - okay, I've done that and it says that 35 bad sims were found.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 06:18:18
I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.
Does that work?  lol  See, I guess I'm still stuck in TS2 mode where that would have just been impossible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 06:28:25
I put it in on the fly ... overwriting the previous file ... and had not shut down and restarted the game, so I'm not sure if that matters.
Does that work?  lol  See, I guess I'm still stuck in TS2 mode where that would have just been impossible.

Haven't heard back from Pescado, so I'm not really sure.  However, I have been able to install custom content with the game running and it sees it, so I thought it would work.  Otherwise, I guess I look like a fool! :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 06:31:35
It's possible to in-place-overwrite a script while the game is running, but the changes will be ignored until the game reloads.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 06:38:41
It's possible to in-place-overwrite a script while the game is running, but the changes will be ignored until the game reloads.

Okay, so I guess that was due to "old-versioned", since the game would not recognize the changes.  Well, that's good.  Still, it was pretty funny and provided LULZ!  I hadn't really thought too much about what was really going on behind the scenes with those "romance" messages and when I started to read the various posts, I was compelled to check.  My bad!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 07:31:07
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 05, 08:07:09
That is a bug of the old version. Are you using the latest version? If so, type "checkromances" and see how many broken messages show up. Be sure you are using the latest!

I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 05, 08:32:53
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.
[/quote]

Thanks, Simius!  I never realized the caches could actually affect what file is being downloaded.  Anyway, I did as you suggested (cleared all 4 cache files & re-downoaded AwesomeMod, noticing that time is 08/04/09 11:19 CST on this one).  However, I am now getting "Flagrant System Errors" almost constantly.  I'm too tired to deal with it right now, so I'll see what happens tomorrow and try to post the errors if it's still happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 05, 08:35:28
How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
It's a debug command, so you may need to setconfig enabledebugcommands on first.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowed on 2009 August 05, 09:44:28
I hope i'm asking this in the right thread. I downloaded Awesome mod and the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices click generate and all I get is config.htm. Am I doing something wrong? Any suggestions? Thank you in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 05, 11:12:28
Click on the picture of the dinosaur to generate the config file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 05, 13:23:49
After some more playing I noticed the latest storymods has made my sims too picky. Absolutely nobody has any available romance victims, except for the flirty ones (a grand total of two in the entire hood), who only seem to fool around, and don't get married.

Seems like the pendulum has swung too far to the non-romance side?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 05, 13:42:16
I'm actually a bit concerned that houses require cribs in order for families in them to have babies. Since most of the default houses don't have cribs that would mean a baby-less neighborhood, which was one of my biggest problems with the original AM. I'm not really looking forward to editing every house making sure they have enough cribs for all their future needs...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 05, 15:15:24
I actually had a good laugh when Don Lothario complained about the lack of romance victims. Why not just make him a few?

And I love it that we need cribs and beds for the families to grow, it is like a bit of birthcontrol right? The families I control will all grow as big as I want, and the townies only if I provided lots with cribs. If you want lots of babies within the townfamilies surely placing a few cribs is not a big deal?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 15:43:35
I'm also getting a bunch of tries that come up lack of romance victim in the latest build and I have lots of singles in town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 05, 16:09:07
Maybe romance sims should be able to flirt with any other sim, not just another romance one? Say, the unflirty and family oriented sims would be safe, but the others not?

Also, is there a way to see updates for things like births and deaths, that were not caused by story mode? I only played for 4 sim days yesterday, but all I saw was "XY has no available romance victims." while 3 families had babies - but they were not story driven, I made them myself  ;D

I also had a LOL moment when I first got that message, after the sugary "Is there no one in town for poor single XY" by Indie Stone :D



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 16:49:47
I'm seeing the same thing, I have a Flirty sim that has 3 romantic interests other than his wife by the end of the first Sim day of the neighborhood.

I've downloaded the most recent build posted in the top thread several times (clearing my cache files each time), but when I try "checkromances" (no quotes) in the console it tells me it doesn't recognize the command.

How can I tell if I'm running the very latest version?  I'm downloading what's posted now, but the fact that checkromances isn't a recognized console command makes me nervous.
Clear your browser's cache.  It is possible that it is downloading the old version simply due to that.

Then download/extract the mod.  It should be the 08/04/2009 11:19pm CST one.  If that is what you have downloaded... then you are on the right track.  Now install the mod.  Now go and double check where it installed to.  If it is the correct version there... you have the most current version.

I tried checkromances and it worked earlier... So it should work now.  But if it doesn't let me know and I'll check my version and see if anything is up.
Yep, that's the version I was trying to get to work all night last night.  8/04, 11:19PM.

It's a debug command, so you may need to setconfig enabledebugcommands on first.
...and that's why I could never get checkromances to work.  Ah well.  I'll try again the RIGHT way when I get home from work tonight.  Thanks, Pescado.

Just to make sure what I'm seeing isn't expected behavior...

With that build of Awesome and Awesome Story Mode enabled, I have a couple of sims who are developing "Romantic Interests" extremely quickly, and I'm getting the "hookin up in the theatre" type messages a lot from these sims.

I have a self-made Flirty sim who is married, and ends up with 3 other Romantic Interests besides his wife by the end of the 1st sim day.  He's generating "boinking in the theater" messages with all 3 of these sims frequently.

All 3 of the sims he's interacting with in this way have either Flirty or Hopeless Romantic, and all 3 are also married to other sims.  Sims in my neighborhood that don't have either of these traits don't seem to be getting involved with anyone else so far.

Is this expected behavior?  A bit of infidelity definitely adds some fun to the neighborhood, but if what I'm seeing isn't some sort of weird problem somewhere, I believe that this bevavior is very heavily overtuned and needs to be toned down quite a bit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 August 05, 17:23:02
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 17:29:19
I share the concerns of (most of) the previous posters. I've been playing about one sim week with Awesome Story Progression and, for now at least, Indie Stone Mod isn't going to lose its fanbase (or should I say 'fanboys').

- Nobody seems to have any romance victims, so no new marriages. When I saw "Romance: X and Y at City Hall" I actually thought X and Y were getting married.

- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

- I accidentally moved a lesbian couple into a house with a crib. If they don't adopt a kid, I'll probably do it for them by making them temporarily selectable. I just have to try that.

- Several elder sims retired. No problem with that of course.

- Several sims quit their job. That's probably for a good reason. Wrong job for them? Lousy job performance because of ISM? I guess they just need to change careers according to ASM. Fine with me.

Here's an example of what happened with ISM: I moved Gwen Glover in with Don Lothario. They got married and had two kids, almost as if ISM was taking my hint. Obviously this doesn't always happen, but it has happened more than once and it's fun.

Well, after my early TS3 addiction I'm getting a little bored with the game anyway (the 'been there done that' effect) so I'm going to let ASM do to my ISM neighborhood whatever it wants. It's obvious that ISM dishes out promotions, weddings and babies like candy, but I think that's why lots of players love it. I guess it's why other players hate it, but I'm assuming there's more love than hate for ISM.

I hope Awesome Story Mode will eventually create a reasonably populated, but not overpopulated neighborhood, without too much input from me, or preferably without any input from me at all. There's no rush, though.

And finally, my current sim gets a lot of messages that he has learned that X has a job in the Culinary arts (or other career) without even talking to X.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 05, 17:35:02
I share the concerns of (most of) the previous posters. I've been playing about one sim week with Awesome Story Progression and, for now at least, Indie Stone Mod isn't going to lose its fanbase (or should I say 'fanboys').

AwesomeMod's Story Mode is purely in development and experimental status right now - hopefully most of the AM users out there realize that.  I'd call it somewhere between an Alpha and a Beta, with the possibility of screwing up a neighborhood in one fashion or another.  That doesn't mean we shouldn't use it however, just make a lot of saves and realize if it is on, you're a tester.

I believe Pescado has Story Mode right up on the top of his list, now that we have our grubby hands on it.

P.S.  Lemmy and Binky just dropped Indy Stone, so their user base *is* going to take a dive in the short term.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 17:42:17
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. :P

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I hope Awesome Story Mode will eventually create a reasonably populated, but not overpopulated neighborhood, without too much input from me, or preferably without any input from me at all. There's no rush, though.

This is exactly what I want as well. I just want the neighborhood to run itself in a reasonable fashion and not implode due to over or underpopulation. If the townies actually did stuff besides breed it would be nice too but that's the bare minimum.

Indie Stone is rather overzealous and capricious in it's events, but AM in some cases is too picky or too cautious to me.

There's a fundamental design difference too, not just top down/bottom up, but Pescado and others play multiple houses at the same time so they are more concerned with what goes on in those other houses because they will see it later. I just play one house. I just want them to be townies and do stuff, have kids, simulate a neighborhood but I don't want to run the neighborhood. I think some people who play this game do want to run the neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 17:44:49
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.

I don't know, having a happily married Flirty sim turn 3 complete strangers into "Romantic Interests" he's sleeping with in slightly more than 24 sim hours seems like a tiny bit of overkill to me...

Simply adding "Flirty" to a sim shouldn't make them completely disregard their current committed relationship and boink everything that moves, like I'm seeing in my neighborhood.  Maybe some combination of traits should have that effect, but not a single trait like Flirty or Hopeless Romantic.

Of course, I'm not convinced that what I'm seeing isn't some sort of problem with my neighborhood.  If it IS working the way it's supposed to, though, I wanted to toss my 2 cents in and say that I think it needs to be tweaked.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JBoat on 2009 August 05, 17:53:00
- No new babies were born. I guess not enough cribs or beds. Why don't they dump their babies and toddlers on the floor like all good parents. I only ever want to play one household. Other households should buy their own beds and cribs and put them outside in the cold night rain, for all I care. I did actually visit one household, made them selectable, bought them some furniture, but I don't want to do that boring stuff for the entire neighborhood.

I argued with Pescado until I was blue in the face over this and I didn't get anywhere. I'm tired. Your turn. :P

Sometimes his insistence on realism is too much imo. I am not playing those houses so I don't care. I'd just rather not be arsed with tedious neighborhood 'crib management'. Besides, it is possible to have and raise a child completely without a crib. I know people who have.

I have to agree with you here Motoki.  When I fire up a new Sims 3 game, I play it to play one family only, from start to finish (whatever that eventual end is).  I don't jump around and touch other houses, unless I'm curious what's going on in there or want a peek at a prospective mate for a sim.

Sure you can switch around to your heart's content, but many of us play one family as our only, and can't be bothered with managing the entire neighborhood, nor do we want to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 05, 17:56:01
Maybe some combination of traits should have that effect, but not a single trait like Flirty or Hopeless Romantic.
Ok, if this trait is considered one of the "boink anything that moves" traits, then I'm a bit mad.  It actually conflitcs with Commitment Issues, so I thought it was one of the "manogamious" traits (if there even is such a thing?).  Maybe this expains a marriage that happened with Awesomestory where the guy was Flirty/Commitment Issues, and the girl was FamOriented/Good/HoplessRomantic -- if the code sees Hopeless Romantic as a "romance trait" and considers her a good match for a guy who actually has the conflicting trait of Commitment Issues.  Honestly, I was totally scratcing my head at that one.  In fact, I don't think Commitment Issues sims should be getting married much if at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 05, 18:21:51
Maybe could they buy crips if they meet the requirements for baby and have extra income?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 18:27:14
Maybe could they buy crips if they meet the requirements for baby and have extra income?

Well then that brings the issue of placement. Autonomous sims really can't place furniture in any sort of reasonable manner. I suppose they could shove it in the family inventory, but I am sure to have a baby in the house and have the crib stashed away in the family inventory would fail the Pescado test of realism. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 19:00:21
Well, a funny thing did happen thanks to El Presidente's realism. My sim threw a party and, among others, a couple of children were invited. One of them fell asleep right after showing up, before entering the house. He woke up a little later and came in. I guess the poor kid doesn't have a bed to sleep in at home, and then he's forced to go to school completely exhausted. Maybe ASM should just kill off the grandparents so the kids can get some sleep.

Also, a few sims left the party to go to work. That was a new experience also.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 05, 20:24:14
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.

I don't know, having a happily married Flirty sim turn 3 complete strangers into "Romantic Interests" he's sleeping with in slightly more than 24 sim hours seems like a tiny bit of overkill to me...

I'd have to agree that it's a bit of overkill, with some sims getting 2 or 3 dates in a 24 hour period.  A few minutes ago I noticed one sim had an assignation come up, and she was still standing on the steps of city hall with another "date" as they'd only just finished.  The woman didn't even have time to catch her breath, let alone freshen up for the next date.

It also seems to be the same small group of sims that are called out on dates all the time, while others are missing out.  It doesn't matter if the sims are married or single, it's as if marital status is completely ignored.  I'd like to see some weighting given towards single sims who aren't flirty and don't have commitment issues, so that their stories will progress to marriage and offspring.

I'm not getting baby events.  I've added cribs & beds to houses, but it's not happening.  I'd like to see some babies born, even if only to couples where both are "family oriented".  The odd "oops" baby from all these affairs could be interesting too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 20:32:04
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 05, 20:35:23
New version fixes that, should redownload. Works pretty well now in my game :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 20:39:18
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*

I'm pretty confident I AM using the latest fixed version (downloaded it after midnight Pacific time last night), but I'm still getting mass romances and infidelity, even in a completely fresh neighborhood.

Maybe I'm doing something wrong.  I'll have to check again when I get home tonight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 05, 21:01:26
It seems the very latest version fixed the "too picky" problem for me. I've been running another test in an empty hood with two family-oriented sims who wouldn't boink each other despite having four traits in common and living next door to each other. After installing the updated version, they got hitched immediately. I'll give these two a crib and add more singles to the hood to see if it takes them a little longer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 05, 21:15:51
It seems the very latest version fixed the "too picky" problem for me. I've been running another test in an empty hood with two family-oriented sims who wouldn't boink each other despite having four traits in common and living next door to each other. After installing the updated version, they got hitched immediately. I'll give these two a crib and add more singles to the hood to see if it takes them a little longer.

Okay I will try it. He is damned fast with those hidden updates, heh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 August 05, 21:47:40
I just play one house. I just want them to be townies and do stuff, have kids, simulate a neighborhood but I don't want to run the neighborhood. I think some people who play this game do want to run the neighborhood.

I think you've hit the nail on the head there Motoki. I'm one of those people that does want to run the whole hood and I skip from family to family, so AM suits me. I don't mind preparing the hood with cribs etc, I spent an evening recently loading and checking starter lots for the homeless.

AM is still only in testing of course, it may be that it will suit your needs better once it is in balance with the storymode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Arphenion on 2009 August 05, 22:26:25
Well, I placed 6 cribs in their house and the family-oriented couple still won't reproduce. Since the only person younger than YA in the town is the newspaper girl, I don't think this is an overpopulation issue. My other singles, on the other hand, seem to be entirely uninterested in romance. Hopeless romantics and family-oriented ones will find someone almost immediately, but the rest of the town stopped generating "looking for romance victims" messages, which I'm guessing means they're not having trouble finding a suitable mate, but rather are not actually looking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: knightguy on 2009 August 05, 22:31:30
how dose the job scaleing work?  i have my sims set to long life  but they seem reach top their career in one life stage 

wish it was that easy in real life  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Falin on 2009 August 05, 22:47:36
How does the job scaling work?  I have my sims set to long life, but they seem reach the top their career in one life stage.

Wish it was that easy in real life.  :D

From what I understand, job scaling works by taking the precentage past the default age (90 days?) of your game's sim lifespan, and increasing time it takes to progress in the job performance bar by that same percentage.  That's how it SEEMS to work, anyway.

I think even if it's done that way it's still easier to progress in longer lifespan games, because they proportion of time per job level you spend with maximum job progression gain (meeting skill requirements, etc.) is much bigger.

BTW, I fixed the spelling and grammar problems with your post when I quoted it above. You're welcome.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 05, 23:02:17
I just played two more sim days with the new version and there were plenty of romance messages and two marriages: one straight and one gay. So that's a huge improvement.

Still worried about the crib/bed shortage though. I guess we need an edited version of Sunset Valley and/or Riverview so all houses have plenty of beds and cribs.

And before I forget, thanks to JM for working so incredibly hard while my sim and I are slacking off.


Title: Question about the mod
Post by: Xaruny on 2009 August 05, 23:04:23
Where does it say in the mod that I can have more than 8 sims in one household?


Title: Re: Question about the mod
Post by: DMDye on 2009 August 05, 23:09:06
Here:
Quote
AllowOverstuffedHouses

It is something you need to enable using the Awesome Mod Configuration tool, found here: http://www.moreawesomethanyou.com/ts3/awesome/config.php (http://www.moreawesomethanyou.com/ts3/awesome/config.php)


Title: Re: Question about the mod
Post by: donthurtme on 2009 August 05, 23:34:13
I also have a question. Since configuration doesn't work on my game, what happens if I enable the code (allowoverstuffedhouses) and I have 10 sims living on a lot. The next day, when I start up my game, do I have to enable the code again or will I lose control of my other 2 sims?


Title: Re: Question about the mod
Post by: DMDye on 2009 August 05, 23:54:12
Do you have any idea why the configuration does not work in your game? If we get to the bottom of that, your problem will be solved.

Did you save (generate) the configuration file? Do you have the framework installed? Are you sure you remembered to also install the Awesome Mod (as silly as this sounds, from what I've read it is a fairly common oversight).


Title: Re: Question about the mod
Post by: Motoki on 2009 August 05, 23:57:35
Any of the commands that can be enabled with the config file can also be enabled/disabled in game via the console box (control shift c) but you will have to re-set them every time you load the game since without the config file those options will not stick and awesomemod will revert to its defaults.


Title: Re: Question about the mod
Post by: ProfPlumbob on 2009 August 06, 00:01:01
Topic: Awesomod discussion/questions/helpful tips thread  (Read 49725 times)

http://www.moreawesomethanyou.com/smf/index.php/topic,15531.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15531.0.html)

sorry...just an asinine airhead passing through...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 August 06, 00:10:26
Still worried about the crib/bed shortage though. I guess we need an edited version of Sunset Valley and/or Riverview so all houses have plenty of beds and cribs.

That sounds like it could be a fun project... possibly a fun group project.  At the same time, other furnishings (like toilets and showers) could be updated to meet the high AM requirements.  However, I'd still like to see some houses without too many beds or cribs, since not everyone wants kids.

This might make a good TS3 challenge, similar to the TS2 EAxis House of Phail.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 06, 00:16:35
While I am not much of a builder unless the mood really hits me, I would love it if someone took it upon themselves to redesign the whole neighborhood and yank out all the EAxis houses and put better ones in.

The only thing would that is they couldn't bulldoze the Beautiful Vista lots, but you can still go into them, knock everything down and then build a new house from scratch. If you did that and then uploaded the new cleaned up neighborhood save file it should still retain it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 06, 01:06:50
I guess we need an edited version of Sunset Valley and/or Riverview so all houses have plenty of beds and cribs.
Yes!  We totally need this.  I've been editing SV myself, but it is a huge job.  Currently,  I have at least one crib in every house that has a YAF/AF weather she is married or not, and some have two cribs.  Still, no one is having any babies that I know of (does Awesome give new baby updates?).  Gosh, it's hard to fit even one crib into the Alto house without serious rearranging/remodeling.  I just wanted to quickly switch house to house and drop down a crib (or pereferably two), but it took me hours last evening.  Would it at this point be a lack of regular beds that is holding them back?  I didn't bother to count regular beds in my nhood crib-drop, but I do know that one family is a married couple (both Fam sims) living in a house with 1 double bed, 4 single beds, and 2 cribs and yet they havn't even tried to spawn yet.


Title: Re: Question about the mod
Post by: Xaruny on 2009 August 06, 01:15:13
Thanks for the replies, had another question. When I try to get my 10 household members to have more kids, it says the household has reached its limit, help?


Title: Re: Question about the mod
Post by: Kyna on 2009 August 06, 01:35:15
You've just been told that there is a thread for questions about the mod.  That is the correct place to ask your questions, and who knows, maybe someone else has already raised this issue there.  I don't know if they have or not, but I recommend you go and read through that thread to check, just in case.  Along the way you'll probably pick up some useful information about AwesomeMod.

There is no need for a special thread dedicated to your questions.  Imagine how many spammy the board would be if everyone did that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 06, 01:46:05
At the same time, other furnishings (like toilets and showers) could be updated to meet the high AM requirements.  However, I'd still like to see some houses without too many beds or cribs, since not everyone wants kids.

What are the AM requirements?  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 06, 01:48:02
At the same time, other furnishings (like toilets and showers) could be updated to meet the high AM requirements.  However, I'd still like to see some houses without too many beds or cribs, since not everyone wants kids.

What are the AM requirements?  ???
High end stoves/refrigerators/showers or bathtubs and beds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 06, 01:51:44
HELP!  I was playing around with some of the cheats, and now Justine Keaton will not have her baby. I accidently lost all my game data after eight days of gameplay, but the story was still intact.  So I decided to induce labor right away for Justine and Claire Ursine, so they would not look their babies went back in.  Claire had hers in a timely fashion, but Justine has gone on almost five days without.  She is not supposed to be pregnant right now; the story forbids it.  How do I induce labor as quickly as possible?

Thanks in advance!


Title: Re: Question about the mod
Post by: DMDye on 2009 August 06, 01:51:53
Xaruny, read this post by Motoki: http://www.moreawesomethanyou.com/smf/index.php/topic,16229.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,16229.0.html) - it will help you narrow it down so you don't need to read 42 pages worth of bug-reports since release 1 (or since whenever)!


I haven't tried having more than 8 sims on a lot, so I can't even PM you with ideas.  :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 August 06, 01:59:59
HELP!  I was playing around with some of the cheats, and now Justine Keaton will not have her baby. I accidently lost all my game data after eight days of gameplay, but the story was still intact.  So I decided to induce labor right away for Justine and Claire Ursine, so they would not look their babies went back in.  Claire had hers in a timely fashion, but Justine has gone on almost five days without.  She is not supposed to be pregnant right now; the story forbids it.  How do I induce labor as quickly as possible?

Thanks in advance!
You can always type 'falconpunch' into the cheat bar while the pregnant sim is selected to terminate the pregnancy. You won't get the baby though, for obvious reasons. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Xaruny on 2009 August 06, 03:10:26
Hello, I have a questoin. I'm not very smart with awesomemod so please be kind. I wanted my sim to have a big family but I can't "Try for baby" anymore because there are 8 sims, so could someone tell me how to set my game to more then 8 sims? I looked at the wiki  and I have no idea what to do, got me confused even more.  :-[

In your configuration file set: AllowOverstuffedHouses       

Removes 8-sim limit on houses. Note that this limit only applies to in-game, not CAS. Don't go crazy.

to enabled.  I've moved in 16 sims into 1 house using this.  You should be able to have more babies as well.  If you can't after enabling this, let us know.  (Also, make sure you have the latest version of awesomemod.
Used the search function, found this. I let you know, you guys insulted me, beautiful. I have the latest version, so I still want to know, why can't I have babies with this mod enabled?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 06, 03:40:32
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*

@Motoki: I just went to update AM, as I normally do before I start a play session.  I do have the latest build, and did when the events in my previous post were happening.  I'm getting lots of screwing around, only two or three marriages (and these are marriages between flirty sims who later screw around), and no babies.

On the baby issue, I've been adding one crib + several extra beds to lots.  Sometimes in the main bedroom, sometimes in the hallway or on a balcony, and sometimes out on the lawn - I'm not going to play those households, so I'm not particularly fussed where I dump the cribs and beds.  I'm wondering if one crib + beds is sufficient, or if AM requires at least two cribs + beds in case of twins.

I am also getting lots of attempted match failings - but I note that those are often with sims who had no problems finding a match previously and who later find a match for a date, so I assume the message means there is nobody currently available - i.e. their likely targets are all currently at work or in a rabbithole on a date with someone else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 06, 04:05:56
On the baby issue, I've been adding one crib + several extra beds to lots.  Sometimes in the main bedroom, sometimes in the hallway or on a balcony, and sometimes out on the lawn - I'm not going to play those households, so I'm not particularly fussed where I dump the cribs and beds.  I'm wondering if one crib + beds is sufficient, or if AM requires at least two cribs + beds in case of twins.

See what sort of environment your fascist insistence on cribs is creating Pescado?   ;) :D

Quote
I am also getting lots of attempted match failings - but I note that those are often with sims who had no problems finding a match previously and who later find a match for a date, so I assume the message means there is nobody currently available - i.e. their likely targets are all currently at work or in a rabbithole on a date with someone else.

Yeah, I'm getting a lot of romance fails too. I'm assuming, like you said, it's just normal spammage that it tried but no one was available at that particular time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 06, 04:08:42
Xaruny: Motoki and I have been trying to help you, even though we both knew we may have gotten flailed here... and you just dismissed/ignored us both... That was *not* nice.


Sometimes I go above and beyond, and I just may have been in a nice enough mood this evening to try to get more than 8 in a household - but if you are *only* going to pay attention to those that diss you - and totally disregard those that help you, count me out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 06, 06:12:34
What exactly does it mean when I get the message: "Work: Sim x going to work"?  It doesn't inform me when everyone in the hood goes to work each day, but sometimes I get more than one identical message for the same sim within the same sim hour.  This is not the same sort of message as when a sim goes to get a new job, so I'm wondering what it means and why I am being informed (though I really don't know what exactly the message is trying to inform me of).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 06, 06:19:11
It means that particular sim did not go to work as normal like they should have so ASM is trying to force their ass to work, sometimes repeatedly. Actually, you can click on that message and it will take you over to said sim and you can watch them being forced to go to work.

I had one who was at a park with a toddler and I watched as ASM had to make several tries to get her to go to work. She ended calling a cab back home and then dropped the kid on the floor and finally left and went to work but it took several tries (messages) to get her to do it.

The toddler went *poof* when she left but that is normal EAxis behavior for babies and toddlers left home alone in a house that is not the selected house. I suppose the went into an off site daycare rabbit hole or something. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 06, 06:30:08
I tried to get my sim to go gather some seeds after I got her the Collection Helper for her.  Interestingly, instead of taking a car/taxi/limo - she ran all the way over, and that took over an hour.  ???


Even after she got to the seed, it took my clicking on "go here" to then have the "pick up" come up.... It has never been that difficult/complicated before.  ???


Yes, I have the latests AM!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowed on 2009 August 06, 07:20:39
I am still not getting the config file. I downloaded the latest Awesome mod and have the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices Click on the picture of the dinosaur to generate the config file and I still just get a config.htm. I don't get it. I shouldn't be getting an htm that takes me to a page I have just been to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 August 06, 07:51:18
I am still not getting the config file. I downloaded the latest Awesome mod and have the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices Click on the picture of the dinosaur to generate the config file and I still just get a config.htm. I don't get it. I shouldn't be getting an htm that takes me to a page I have just been to.
God damn it.  I meant to hit quote but accidently hit the thanks button.  At least my computer mocked me for it.


Anywho... I have no idea why that is happening.  You seem to be doing everything right.  I can tell you that it works for me without a hitch.  I'd recommend you download a different browser and see if that fixes your problem.  It is worth a shot at least.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 06, 08:22:33
I am still not getting the config file. I downloaded the latest Awesome mod and have the framework. For some reason I can't get the config file. I go to AwesomeMod Configuration Tool make my choices Click on the picture of the dinosaur to generate the config file and I still just get a config.htm. I don't get it. I shouldn't be getting an htm that takes me to a page I have just been to.

Try a different web browser.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 06, 16:41:46
While I am not much of a builder unless the mood really hits me, I would love it if someone took it upon themselves to redesign the whole neighborhood and yank out all the EAxis houses and put better ones in.

The only thing would that is they couldn't bulldoze the Beautiful Vista lots, but you can still go into them, knock everything down and then build a new house from scratch. If you did that and then uploaded the new cleaned up neighborhood save file it should still retain it.

Alright, so here's my plan for a neighborhood with houses that meet the Awesome standard. It'll be an ugly neighborhood, but I don't care how it looks, I just want to be able to play without buying cribs, beds, and whatnot for every family.

I'm going to edit one house for every lot size. The sizes I can think of are: 60x60,40x40,40x30,30x40,30x30,30x20,20x30. There may be a few more, I'll check later.

Then, when I start a new neigborhood, I'm going to bulldoze most of it, and fill it with my 'awesome' houses. Most houses will look the same now, but I don't give a damn. It'll do until someone rebuilds an entire neighborhood with beautiful, really awesome houses. That someone won't be me. The house I built for my own household is probably the ugliest house in town, but it's my house and I like it, so there.

Anyway, this seems like the easiest way to get a neighorhood with lots of beds, cribs, and other expensive stuff, without spending weeks building it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 August 06, 17:18:26
Simwit, if you want to copy a bit from "A Wrinkle in Time", all you really need is one house sized 20x20 which you can place on all lots and rotate as needed. That's what I did for awhile while placing homeless.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 06, 17:29:54
Yes, that would be even easier, a lot easier, but it would create a neigborhood with lots of small houses. To fit in big households I guess I'd have to put cribs and beds outside. Might give that a try though.

EDIT: Or I could mix it up a little by editing three different houses: large, medium, small.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Xaruny on 2009 August 06, 18:06:48
Xaruny: Motoki and I have been trying to help you, even though we both knew we may have gotten flailed here... and you just dismissed/ignored us both... That was *not* nice.


Sometimes I go above and beyond, and I just may have been in a nice enough mood this evening to try to get more than 8 in a household - but if you are *only* going to pay attention to those that diss you - and totally disregard those that help you, count me out.
From the getgo, anyone who has responded to my posts has not helped me in any way. Use the search function, browse through the 43+ pages to find an answer that we could tell you in 8 seconds, etc. etc. I ended up searching through most of the topic and found very little about my subject, after people claimed it had been answered so often. Regardless, maybe you are right. I'm sorry if I ignored you or insulted you in any way, but you can understand some members were a bit less polite than you or Motoki, and I was a tad frustrated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 06, 18:23:11
From the getgo, anyone who has responded to my posts has not helped me in any way. Use the search function, browse through the 43+ pages to find an answer that we could tell you in 8 seconds, etc. etc. I ended up searching through most of the topic and found very little about my subject, after people claimed it had been answered so often. Regardless, maybe you are right. I'm sorry if I ignored you or insulted you in any way, but you can understand some members were a bit less polite than you or Motoki, and I was a tad frustrated.

Because it's not frustrating to tell the same thing over and over and over to every newcomer who could just search for it instead of making a new thread each. Yes, it's easier to tell the answer, but then you would just ask for more answers. If we can teach you to use the search function, then next time you will use that. You don't like reading 43 pages, but now the next person will have to search 44, because you just added a page on your own.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Xaruny on 2009 August 06, 19:08:10
From the getgo, anyone who has responded to my posts has not helped me in any way. Use the search function, browse through the 43+ pages to find an answer that we could tell you in 8 seconds, etc. etc. I ended up searching through most of the topic and found very little about my subject, after people claimed it had been answered so often. Regardless, maybe you are right. I'm sorry if I ignored you or insulted you in any way, but you can understand some members were a bit less polite than you or Motoki, and I was a tad frustrated.

Because it's not frustrating to tell the same thing over and over and over to every newcomer who could just search for it instead of making a new thread each. Yes, it's easier to tell the answer, but then you would just ask for more answers. If we can teach you to use the search function, then next time you will use that. You don't like reading 43 pages, but now the next person will have to search 44, because you just added a page on your own.
Like I said, I tried to use the search function but came up with no real answer for what I was looking for. I just tried to fix it, added the hack framework, and deleted the scriptcache, but to no avail. I have tried the conventional methods, and none have worked as of yet, I would like to see someone answer my question, since it is so simple, albeit having no clear answer through searching. Once again, sorry for not being as awesome as you guys, but I just need a simple answer, if you would be so kind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Xaruny on 2009 August 06, 19:18:55
Okay, sorry for the double post higher-ups, but this is the last post. I just figured out what was wrong, I reinstalled the mod and recopied the framework hack and placed everything in the right place, it works fine now. Thanks for the help, anyone who wasn't an ass, I'll be on my way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 06, 19:57:07
Actually, you can click on that message and it will take you over to said sim and you can watch them being forced to go to work.
Thanks, I didn't realize we could click on messages to go see what they were talking about.  I'll have to start doing that.   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowed on 2009 August 07, 04:34:01
Thank you Simius and quetzilla for your help I got Foxfire and tried that browser. Bingo it worked I got the config file. Now i'm going to load up the game and see if everything is working. Thank you again for your help. I would also like to thank J. M. Pescado. If it wasn't for him and others like him we would still be stuck with playing a vanilla version of these games.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 07, 05:39:13
I was wondering if anyone could give some insight on this.  It seems about 50% of the sim households that I am not controling can't manage to take care of their basic needs to the point where they are passing out in front of the school and constantly smelly, while the other 50% seem able to function just fine (ie, they actually sleep at night and apparently shower, etc).  Also, when I switch to these passing-out smelly sims, the kids/teens are all failing school (which adds another negative moodlet) and they are also usually starving and completely stressed out.  While I am only playing one family, I do find it unnrealistic to see 6 or so smelly kids and teens passed out on the school steps when my kid shows up at school each morning.  And also it makes socalizing difficult when my "friends" are too miserable to, well, socalize.  What exactly is causing this sort of utter failure at life in some sims while others manage to do just fine with no input from me?

Also, I would just like to say I love, love, love ASM pushing sims into careers that fit thier LTWs.  This is exactly the sort of thing I've been wanting since I first started playing TS3.  It makes it seem like the sims actually are aware of what they want and are trying to work toward goals instead of standing around for hours in the park doing absolutely nothing whatsoever as they grow old and eventually die.  I have no idea how hard it woud be to code it further so that sims would work towards other non-career related LTWs, but some pushes to get sims to build skills, have babies, make friends, etc relating to thier LTWs would be so freaking awesome.  I know I could do this already with SupCom, but I really would just like to see sims do more stuff without my input.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 August 07, 09:34:09
I don't know what to say about that problem cause I am just a novice with this story mode. Haven't experienced anything like that. Wow.

I really wanted to say that I am pleased with the ASM handling the jobs for non-playable sims. They are working in areas that go with the lifetime wants. Really what's amazing, they are going to work.

I was worried about my sim in law enforcement. I knew I placed another family that had a sim with the law enforcement want, so she can have a partner. They both went to work for days never meeting each other and she never had the "chat with partner" tone. When she made her 3rd promotion, I saw her partner status for performance was in a sad face. I thought, oh-oh, my sim will not progress cause she doesn't have a relationship with a partner. I was curious how the ASM will handle this, so I let it go for the day and thought if they don't have a relationship by the end of the work day, I will send her to his house.  Well I was pleasantly surprised when an chance opportunity popped up asking if she would blah, blah, blah take the blame for her partner's blah, blah and when I clicked yes, she finally met her partner! All was solved and cool so I didn't have to panick, and the panick I did was my punishment for doubting Pescado's way of doing things. I have learned, must be patience with AwesomeMod's Story Progression.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 07, 17:05:47
Gastfyr: I am curious how many sims you have in your neighborhood including homeless. I tend to notice the more sims I have in the neighborhood the more I tend to start seeing such behavior. I would bet that if you started a new clean neighborhood everyone would be fine.

destroying all homeless might help. If it doesn't you could try destroy all npcs and then it should just generate more as needed (imo the game generates way too many of them to start off with). If that still doesn't work it might be BFBVFS territory for your hood. :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 07, 19:21:04
Gastfyr: I am curious how many sims you have in your neighborhood including homeless. I tend to notice the more sims I have in the neighborhood the more I tend to start seeing such behavior. I would bet that if you started a new clean neighborhood everyone would be fine.

destroying all homeless might help. If it doesn't you could try destroy all npcs and then it should just generate more as needed (imo the game generates way too many of them to start off with). If that still doesn't work it might be BFBVFS territory for your hood. :(
Is there an easy way to check the # of sims (without manually counting)?  It's...a lot.  lol  I like lots of sims in my hoods, so I moved in lots of them and then the game keeps generating homeless and sometimes ASM moves said homeless into homes.  I guess I should destroy all homeless on a regular basis.  *sigh*

I'll go load up that save and see if I can get a # on the population.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 07, 19:39:42
You can go into the Neighborhood Workshop (http://linna.modthesims.info/showthread.php?t=350770) and then in the Advanced Editor from the drop down on the top left select sims. It will bring up all your moved in sims in a drop down on the upper right. In the lower left you will get a total.

Note that this # only includes sims who are moved in and living on an actual real lot. It does not include homeless or npcs. If you go into the Households drop down and then select the NPC household and hit the + down where it says Members you can get the total # who are living there.

Homeless are all listed separately by their last names and just registered to lot ID 0, so it's easier to just do listhomeless with awesomemod in the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 07, 20:57:56
is it possible to fix the school entrance?  My kids don't all get into class until around 11am and it effects their school grade.  Is it possible to remove collision detection so they all just walk in through each other?

edit:Found the other thread regarding this issue. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 07, 21:18:34
Well, the # of sims in that particular hood is now a moot point, since the save is totally FUBAR.  I can't get it to load the save; it just sits there forever (literal real life hours) and I either have to quit to desktop or restart the entire computer.  I have deleted cache files and updated Awesomemod and the same thing still happens.  I havn't tried loading all my saves, but one other loaded just fine, so for now I'm assuming just that particular save is toast.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 07, 21:20:35
Hmm, well you could try the backup file. There should be one in the same directory with the same name and a .backup extension.

Otherwise you could try loading it in the neighborhood workshop, then resaving it in there. Seemed to work for me the other day with someone else's borked saved. Either that or running it and saving it on my game fixed it so you can try uploading it to a file sharing site and I will see if I can load it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 07, 23:28:30
Is the Awesome pregnancy debug working properly?  Is there a way to make my sim have her baby that I have not yet thought of?  She's been pregnant for five days!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 08, 01:18:38
My game setup with AM and ISM is that I have all houses progressing but I have certain ones I want to keep from ageing up unless I play them. (So I put them in & out of stasis as I see fit). How can I achieve this same affect with AM if I remove ISM? I want houses I'm PLAYING to age, and some specific houses I SET to age, to age. But I don't want to play TS2 Style so that no one ages UNLESS I'm playing them.

If I set a household as Sacred, this exempts them from story progression, right? So I could basically achieve the effect I want by making houses sacred while I'm not playing them, and then not sacred when I am? But a sacred household still ages, whether I'm playing them or not, no?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 08, 01:39:31
My game setup with AM and ISM is that I have all houses progressing but I have certain ones I want to keep from ageing up unless I play them. (So I put them in & out of stasis as I see fit). How can I achieve this same affect with AM if I remove ISM? I want houses I'm PLAYING to age, and some specific houses I SET to age, to age. But I don't want to play TS2 Style so that no one ages UNLESS I'm playing them.

If I set a household as Sacred, this exempts them from story progression, right? So I could basically achieve the effect I want by making houses sacred while I'm not playing them, and then not sacred when I am? But a sacred household still ages, whether I'm playing them or not, no?

AFAIK, Sacred doesn't do anything when you are playing the household.  The whole point is so that you can set the families you want to play as Sacred, which makes them immune to Story Mode when you aren't playing them.  You don't have to switch it on and off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 08, 01:42:32
My understanding (and I have not really used it so someone correct me if I am wrong here) is that sacred makes a family immune to story mode events imposed upon sims but they will still age according to whatever settings you have the whole game on, ie short, long, epic or no aging. I don't believe it prevents them from aging, no.

However Pescado said recently that sacred needs to be cleaned up and should be considered experimental and not be used for the time being until he is able to get it sorted, unless you are willing to take the risk

If we mark a family as sacred, will they be safe from SP with the new Awesome Story Mode? I'd like to play more than 1 family, but I don't want my "one" family doing anything without my input. Except going to work/school.
Yes. Sacred is still Sacred. But don't turn that option on yet unless you're prepared to write off your neighborhood. It is not properly tested and several fatal bugs have just been found and fixed. Now writing a cleanup utility.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 08, 02:37:30
OK, thanks for the info. I just turned sacred off on all my households.

So is there a way to achieve the effect I want without ISM? I guess not, hey? Maybe I need to prepare a post in the "requests" section!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 08, 03:20:13
I don't believe so. I did some digging when I was trying to recreate the Wolfrun in ASM and I was not able to find any mods that allow for aging on an individual or household basis other than Indie Stone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 08, 05:38:56
OK, thanks for the info. I just turned sacred off on all my households.
No, I said AwesomeStory is still experimental. Sacred works for protecting from EA storymode and AwesomeStorymode just fine, but AwesomeStory is experimental. It also protects your sims from being dragooned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 08, 06:59:07
No, I said AwesomeStory is still experimental. Sacred works for protecting from EA storymode and AwesomeStorymode just fine, but AwesomeStory is experimental. It also protects your sims from being dragooned.

Ah okay makes sense. I misunderstood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 09, 20:33:10
What is this "Added numerical relationship display option."? Is this in the relationship panel or is this in the top left where they tell you what they think about the person they are interacting with? I'm not seeing this anywhere. Also what is the SimSurgery "bodysnatch" command? Do we put that in the cheat box? What does it do? Yes I am running the latest AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 09, 20:59:25
Hey twoftmama,

Here's some info from the rtfm for the latest build of AM:

"bodysnatch <sim>": Steals body of sim of compatible age/sex, making your
     currently selected sim appear like that sim, ala SimSurgery. Destroys the
     target sim. Requires testingcheatsenabled. Useful for updating appearance
     of selfsims with better precision than editsim. Will copy weight.

Display Numerical Relationships [Optional - Enabled]
     Displays relationship status as number in relations tooltip.


Hope this helps...   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 August 09, 21:03:14
What is this "Added numerical relationship display option."? Is this in the relationship panel or is this in the top left where they tell you what they think about the person they are interacting with? I'm not seeing this anywhere.

To see the number you have to hover over the little relationship symbol in the bottom right corner of the Sim you have the relationship with. It will then say "Acquaintance" and then a number. I had trouble finding it too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krisan Thyme on 2009 August 09, 22:02:14
I don't believe so. I did some digging when I was trying to recreate the Wolfrun in ASM and I was not able to find any mods that allow for aging on an individual or household basis other than Indie Stone.
You can easily do this manually by just editing the savegame. Each Sim has their own flag with regards to whether they can age or not, they even have a flag which determines whether their motives are capable of decaying.. with a quick tweak (or not so quick if you intend to be changing a lot of Households this way) you can imitate the exact same behavior that ISM allows.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 10, 01:18:21
Ok now I understand. Thank you Wolfeyes and Cass! I did RTFM but didn't see the bodysnatcher mentioned. lol I must have either overlooked it or opened the wrong AM zip and read the wrong one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 10, 03:06:07
Wolfrun is natively supported in the current AwesomeStory, using the same protocol as ISM Wolfrun.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 August 11, 00:07:04
Warning: Supreme Commander does not play nicely with the lockable doors found at MTS2. I set up a housemates situation, and locked the doors according to which room I wanted for each sim. I even directed the sims to sleep in specific beds, so that the beds would be assigned to them. This was a waste of time, and wreaked havoc on this particular household. I left the housemates for a few sim days, to check on some other famblies. When I came back to the housemates, they had somehow managed to get into each other's rooms to sleep in each other's beds, but were then stuck inside, with their motives failing, and were unable to go to work. This problem only occurred while the housemates were under the control of SC. Do not use the lockable doors if you are using SC to Task: Work & School, and are not constantly playing the household that uses them. Bad things will happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 11, 00:28:44
There aren't any lockable doors in the game natively so I have not implemented them into the system yet. The assigned beds thing appears not to stick terribly well and the game seems to frequently lose the assignment data, resulting in the beds becoming unassigned and sims having to figure it out all over again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ProfPlumbob on 2009 August 11, 00:56:22
they don't play nicely with the gender doors either.  I had to take them out(used them at the community pool entrance for the bathrooms).

Pescado, with SC, I have seen you say that to bypass EA's crappy free will, use one of the options under SC.  But the only option I get("do random things"?) say are EA based free-will.  Is this just how you labeled it?

also for kids, they don't have any free will assignments under SC.  I like to assign them "work&school" but when they are done they just idle until they need to eat, pee, shower or sleep.  Is it possible to have them go back to non-idle free will(so they can interact with friends, play, etc) when they are done with school work?  Same with adults, whenever I assign them to "work&school" they just idle afterwards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2009 August 11, 02:55:02
When I came back to the housemates, they had somehow managed to get into each other's rooms to sleep in each other's beds, but were then stuck inside, with their motives failing, and were unable to go to work. This problem only occurred while the housemates were under the control of SC. Do not use the lockable doors if you are using SC to Task: Work & School, and are not constantly playing the household that uses them. Bad things will happen.

This has nothing to do with Supreme Commander - I have that door too, and never used SupCom, and my game puts sims behind locked doors all the same. Guess there's a reason EA didn't enable this code .. the one thing the lockable door *is* useful for is for locking out visitors/walkbuys in an active lot, but you can't do multi-household lots with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BrokenRobot on 2009 August 11, 03:02:46
After re-downloading AwesomeMod today, I don't have the option to Ctrl-click the neighbors' houses to switch active families.  Was that feature removed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 11, 04:09:57
After re-downloading AwesomeMod today, I don't have the option to Ctrl-click the neighbors' houses to switch active families.  Was that feature removed?

I just ctrl-clicked to switch and it worked for me, using a version downloaded about an hour ago.  Was your currently selected sim at the time a baby or toddler?  I've noticed that the ctrl-click switch doesn't work if the currently selected sim is a baby or toddler.


Title: No parthogenesis = no births at all?
Post by: unverdorben on 2009 August 11, 18:37:14
I installed awesomemod with no parthogenesis enabled and ever since there hasn´t been a single birth or marriage in 30 sim days amongst my townie sims. All the townie kids born before the mod are single adults now - is there anything I can do to prevent the townies from dying out exept disableing no parthogenesis?


Title: Re: No parthogenesis = no births at all?
Post by: jolrei on 2009 August 11, 18:47:16
Does this help?

http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0/topicseen.html


Title: Re: No parthogenesis = no births at all?
Post by: Enelen on 2009 August 11, 18:48:19
...maybe try using one of the custom story modes: Indie Stone - the Baby Apocalypse or Awesome Story Mode - now with MOAR Babyz (apparently, I haven't got around to try it yet).


Title: Re: No parthogenesis = no births at all?
Post by: unverdorben on 2009 August 11, 19:11:09
Thanks, I didn´t know cribs are required... will add cribs right now :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 11, 21:27:07
Can someone please tell me if I installed it the right way? I have the monkey installer. I saved it into program files/electronic arts/the sims 3. Then when I unzipped it, I saved that into program files/electronic arts/the sims 3/mods/packages. Then I right clicked it and clicked install into The Sims 3. Is that right? Because you can also install it to Sims 3 Hacks.

Also, I am reading this:
http://beta.moreawesomethanyou.com/ts3/awesome/rtfm.txt

And it says that the features are either enabled or disabled by default. How would I enable or disable something once I'm in the game?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 11, 21:34:19
It is easier to enable or disable outside the game using this: http://www.moreawesomethanyou.com/ts3/awesome/config.php (http://www.moreawesomethanyou.com/ts3/awesome/config.php)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 12, 00:08:15
Thank you. I have another question. One of the things it does is:
Disables hardcoded check against 12-woohoo. Does not actually enable it without additional XML hacks not included here.

What does this mean? What is 12-woohoo and what are XML hacks?

Also, someone told me this:
Exactly where the file goes is not entirely essential, as long as it's in a folder covered by your framework file.

What is a framework file? Sorry if these are stupid questions lol.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 12, 00:13:57
Framework is what the Monkey Installer (or the Framework file here) installs so that the game knows where to look for mods and allows for sub-foldering.

I believe the 12-woohoo needs to be enabled in the config file I pointed you to - I'm not sure because I don't use that. BEWARE! These actions (flirting with teens and such) has consequences.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 12, 00:17:46
Oh, is that what it enables? Relationships with teens? And what are the consequences?

And I just tried to play for the first time since I installed the awesome mod and my game now crashes everytime I go on a lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 12, 00:21:53
If you have the latest AM, it is crashing for lots of us, try the previous version, post #589, here: http://www.moreawesomethanyou.com/smf/index.php/topic,16098.575.html (http://www.moreawesomethanyou.com/smf/index.php/topic,16098.575.html)

Consequences for pedophilia (from what I've read) are going to jail.  ;D



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 12, 00:59:03
Pedophilia and 12 woohoo are not the same thing.  Pedophilia in Awesomemod for TS3 refers to adults/young adults (and I believe elders) doing romantic actions with teens.  If they get caught they do get arrested, go to jail, and become branded as a Registered Sex Offender which is a new trait that causes everyone who is not also a Sex Offender or a Pedobear or a Pedobait to hate them and not want to talk to them.  Also, they will get arrested for simply being on the lot that has the school building.  They also can only get jobs in Criminal career track I believe.

12 woohoo means the ability for teens to woohoo (with each other).  In order for teens to actually woohoo, you need an aditional xml mod which is not included with Awesomemod.  There are several versions of teen woohoo xml mods available, with or without pregnacy enabled and such.  As far as I know, you do not need any aditional xml mods to have Pedobears run rampant in your game and get their asses thrown in jail.

Since I have never actually dabled in any of this perversion myself, I do not know if you need to enabled 12 woohoo in order to allow your Pedobears to actually woohoo with teens.  But I think I have seen references to people being able to have adults impregnate teens using some sort combination of mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 12, 01:11:53
Oh ok thanks  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 12, 23:57:46
I've been playing since the game came out, and it usually saves fine. Last week I had to completely restore my computer and I had to reinstall TS3. My sister was the first to play after I reinstalled it, and she made a town. I just started playing again yesterday and I made my own town, and today when I loaded the game again, her town was gone. I realized that I must have accidentally overwritten her game. Today, she played again and made herself another town (new game on the main menu). And when she went to save, it told her that another save file already existed, and asked if she wanted to overwrite it. I told her to just overwrite it because I didn't do a lot on my town and I didn't care. Then I went on the main menu and clicked new game and as soon as it loaded I went to save it to see what would happen and again, it asked me if I wanted to overwrite. This has never happened to me before. I have 4 open spaces for new games, but it keeps wanting to overwrite the one I have. Before I restored my computer, I had 3 games saved. I installed the awesome mod last night, and I also have a mod for teen woohoo/pregnancy. Does anyone think that could be the problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 August 13, 00:00:53
I would say your best solution is to change the name of the save. "Save As" is one of your options under Edit Town.

Now go away before someone pokes you or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wookiee on 2009 August 13, 01:45:37
 I just had a CTD because of all the kids jamming the school entrance. Why can't they use another door? I noticed some places have a backdoor they can use.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 August 13, 07:40:49
The sims are not using other doors or even other tiles. It seems that they use the old foot path back to TS1 and never changed. They bump each other even on open terrain.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 13, 20:49:52
I've already tried using droptrait RegisteredSexOffender... and Pescado has made that a null action... so guess my guy is just SOL...
I'm pretty sure I read on here recently that someone successfully removed the Registered Sex Offender trait by simply disabling Pedophelia from their config settings.  Might want to try that and see if it works for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 August 13, 23:04:02
Quick question, how long does it take for "town personalities" to be chosen?

Town personalities are an Indie Stone feature, Awesomemod has nothing to do with them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 August 13, 23:22:21
(Story Progression is on Normal

Town personalities are an Indie Stone feature, Awesomemod has nothing to do with them.

Story Progression speed is an Indie Stone feature also.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 14, 00:15:29
(Story Progression is on Normal

Town personalities are an Indie Stone feature, Awesomemod has nothing to do with them.

Story Progression speed is an Indie Stone feature also.

Then they shouldn't have even posted in this forum about it at all, as none of it is related to AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: whoachica on 2009 August 14, 00:50:58
My neighborhood has hardly anyone left in it.  There are literally 4 houses left with all elderly sims.  I have AM-the latest one-and I have story progression enabled in my game options.  Do I need to disable EA's story progression in order to have AM's story mode work?  How do I check that AM's story mode is actually enabled in my game?  Or is this issue AM related at all? I do have the most recent patch installed. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 14, 00:56:33
You might find this interesting, whoachica:
http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 14, 01:06:28
its proably another instance of sillyness/stupidity on my part, but I cant get the droptrait command to work. Have tried [droptrait Absent-Minded], [droptrait "Absent-Minded], [droptrait absent-minded], [droptrait AbsentMinded] etc (minus the actual []'s that is) and NOTHING happens...on multiple sims :[ I ended up just using the savegame editor but it'd be nice not to have to resort to that...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 14, 01:36:12
Silly answer: is that the only sim in the house, are you sure you have selected the sim whose trait you want to drop, have you tried: droptrait <simname> AbsentMinded?

I haven't tried it, but read the RTFM. If that doesn't help, I'll try it on my sim - but I like her just the way she is.  ;D

[edited] for typo


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: whoachica on 2009 August 14, 01:41:52
You might find this interesting, whoachica:
http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0.html
Are you kidding me?  In order for my story progression to work properly I must have cribs in all the houses?  I can't believe that would actually be the problem. ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 14, 03:02:51
You might find this interesting, whoachica:
http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0.html
Are you kidding me?  In order for my story progression to work properly I must have cribs in all the houses?  I can't believe that would actually be the problem. ???

Unfortunately, it is not a jest but relentlessly stubborn Pescadoist rules in action.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 14, 03:21:39
i tried with two different sims with no results...will try with the name included and see if that helps. sadly not on same sims as i already edited the larvae and drowned the senile old man :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2009 August 14, 04:30:57
Let me know while I'm still in a giving/experimenting mood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 August 14, 22:02:35
I keep hearing about these 'extra traits" that awesomemod incorporates into the game? One of my sims turned up with a tealdeer trait and I was pleasantly surprised to see it, I think it's great! My question is, is there a way or place I can find out about what the other traits possible are? Not the ones that come with the game but the ones that are thanks to awesomemod. I've looked seemingly everywhere and not been able to find a list of the traits. ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Georgette on 2009 August 14, 22:18:43
They've been mentioned quite a few times in various threads. There's pedophile, pedobait, registered sex offender, incontinent, tealdeer and tealdeer immune.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2009 August 14, 22:23:25
I keep hearing about these 'extra traits" that awesomemod incorporates into the game? One of my sims turned up with a tealdeer trait and I was pleasantly surprised to see it, I think it's great! My question is, is there a way or place I can find out about what the other traits possible are? Not the ones that come with the game but the ones that are thanks to awesomemod. I've looked seemingly everywhere and not been able to find a list of the traits. ???

They've been mentioned a bit here http://www.moreawesomethanyou.com/smf/index.php/topic,16231.0.html

ETA: Adding to Georgette's list there is also Narcolepsy


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 August 14, 22:37:21
Thanks alot!   ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Georgette on 2009 August 14, 22:42:47
Clicking the Thanks button would have done the trick  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 14, 23:10:01
I have been a bit confused about the "maxmotives" command.  It says in its description that it's supposed to affect all the sims on the lot, but in my expirence it seems to affect all the sims in the entire hood.  I don't like to use this command for my active sims, but I have been switching to other houses and using it so the stupid inactives can actually go to work/school instead of peeing themselves and passing out.  The good thing is that I only have to type it in once and the whole hood is Sqeeky Clean, Well Rested, and Having a Blast.  The problem is, it affects my main household as well which is kind of cheaty.  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: whoachica on 2009 August 14, 23:37:35
You might find this interesting, whoachica:
http://www.moreawesomethanyou.com/smf/index.php/topic,16383.0.html
Are you kidding me?  In order for my story progression to work properly I must have cribs in all the houses?  I can't believe that would actually be the problem. ???

Unfortunately, it is not a jest but relentlessly stubborn Pescadoist rules in action.  ;D

If that's the case, why aren't new people moving into my town?  All but four of my houses are empty!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simbolic on 2009 August 15, 04:26:27
 FYI monkey installer (right  clicking) seems to have  kept trying to put in yesterday's version rather than today's  for some reason.  ???  I was playing yesterday's version without knowing it tonight.  May explain issues I was having in the past.  I finally just manually installed it to get the right version.  Check your properties on the file and make sure the date is right. ;D

 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 15, 07:48:34
If that's the case, why aren't new people moving into my town?  All but four of my house are empty!
There is currently no population generator in AwesomeStory. Population is generated purely by the EA Job System. The reason there is no immigrant generator is simply because I have no idea what are good rules to use that will not tend up being displeasing to a significant number of people. If I try to populate every single house, people are going to complain that there is now a massive housing crisis worse than there already is. If I don't populate houses, people will complain that there aren't enough. There is, unfortunately, not a good answer in a situation where neighborhood space is nearly cripplingly finite. I have some ideas for how to resolve this, but for this, I require a mesher, someone who is able to produce the results I require within the fast-moving timespan I require. We also have to get this done in time so I can declare a final release before the next expansion comes out, as once the expansion is out, I will have to upgrade the code to support it and it may become completely untenable to thus support an obsolete version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gary on 2009 August 15, 08:04:13
I'm content with no immigration, since I cribified my hood they're breeding like crazy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 15, 08:28:01
And now you see why cribs are part of the equation: Without some kind of bounds check, the population would explode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 15, 10:29:29
You could check the total number of bed space across all houses in the neighborhood and then let us set a percentage in the config that we would like filled. So say if we have 100 bed spaces and set the percentage to 50% then ASM would generate immigrants until there are at least 50 people in the neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gary on 2009 August 15, 12:03:07
If you want immigrants you could just have npcs use your active sim as a halfway house.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 15, 12:38:07
Are there any experiences on roughly how much cribs are needed to have a more or less stable population size? I don't want my 'hood to die out but I don't want them to "breed like crazy" either...

There is currently no population generator in AwesomeStory. Population is generated purely by the EA Job System.
And this is perfectly fine IMHO. Randomly generated Sims are ugly, have weird trait combinations and wear ugly clothes that don't suit their characters. People who want randomly generated Sims can just randomly generate them in Create-a-Sim IMHO.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: whoachica on 2009 August 15, 12:51:44
Okay, I'm sorry to drag this on, but I don't think I have given you all of the facts.  I am not running AM's story mode, I know it sounded like I was because I said I was.  I looked up my config and realised it was disabled (I was a dumbass and thought it defaulted to enabled).  Anyways, I was running AM with default settings and using EA's story progression when my hood started to die out.  Could there be some clash there?  Or am I just completely retarded and the crib thing still applies? 
Whatever the matter is I ghetto-rigged it to work with ISM...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 15, 13:00:21
And this is perfectly fine IMHO. Randomly generated Sims are ugly, have weird trait combinations and wear ugly clothes that don't suit their characters. People who want randomly generated Sims can just randomly generate them in Create-a-Sim IMHO.

What's wrong with adding a switch to Enable/Disable Immigration? That way people, who want to populate their hoods can turn it on, and others, like me, who hate random townies can turn it off. Also, you can turn it off, if you notice your neighbourhood is starting to explode.

The only kind of immigration I would like is if townies (not homeless, but people with actual homes) would check the npc pool for possible mates if they can't find a suitable one between themselves. You could hunt for npc spawn with hidden special traits between your innocent looking neighbours  :)

Also, does the Ancestral Home system still work? What happens, when I turn it on for say, two families and they marry between each other?

Okay, I'm sorry to drag this on, but I don't think I have given you all of the facts.  I am not running AM's story mode, I know it sounded like I was because I said I was.  I looked up my config and realised it was disabled (I was a dumbass and thought it defaulted to enabled).  Anyways, I was running AM with default settings and using EA's story progression when my hood started to die out.  Could there be some clash there?  Or am I just completely retarded and the crib thing still applies? 
Whatever the matter is I ghetto-rigged it to work with ISM...

No, the default doesn't need cribs, but with immigration off (I think that's default, though I'm not sure) it will pretty much ghostify your town in no time. Try either IS or ASM, they are much better, even when bugged. IMHO ASM is already better than IS, WIP or no.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 15, 13:17:37
Are there any experiences on roughly how much cribs are needed to have a more or less stable population size? I don't want my 'hood to die out but I don't want them to "breed like crazy" either...
Nope. That's why this is all experimental.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 15, 13:58:45
There is currently no population generator in AwesomeStory. Population is generated purely by the EA Job System. The reason there is no immigrant generator is simply because I have no idea what are good rules to use that will not tend up being displeasing to a significant number of people. If I try to populate every single house, people are going to complain that there is now a massive housing crisis worse than there already is. If I don't populate houses, people will complain that there aren't enough. There is, unfortunately, not a good answer in a situation where neighborhood space is nearly cripplingly finite. I have some ideas for how to resolve this, but for this, I require a mesher, someone who is able to produce the results I require within the fast-moving timespan I require. We also have to get this done in time so I can declare a final release before the next expansion comes out, as once the expansion is out, I will have to upgrade the code to support it and it may become completely untenable to thus support an obsolete version.

Hmm, what sort of meshes are we talking about here?

And now you see why cribs are part of the equation: Without some kind of bounds check, the population would explode.

I still think it's an annoyingly tedious and manual solution to something that could be configured in other ways. It's also something that the default EAoid neighborhoods were not set up for. I'm sorry but when it starts getting to the point where you have to jump through hoops to setup your game to work with a mod it just becomes a huge pain in the ass.

What's wrong with adding a switch to Enable/Disable Immigration? That way people, who want to populate their hoods can turn it on, and others, like me, who hate random townies can turn it off. Also, you can turn it off, if you notice your neighbourhood is starting to explode.

The problem with that is by the time you notice you are probably already well into BFBVFS territory. There's no set number you can code to look out for and not go over population wise either because it's completely system dependent.

Indie originally had emmigration turned on and sims would leave town if it "got too crowded" but people complained that families they wanted to go back to play or just wanted to stay around were leaving so he switched it off by default. It also was never really clear just what constituted "too crowded" anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Enelen on 2009 August 15, 14:09:21
The problem with that is by the time you notice you are probably already well into BFBVFS territory. There's no set number you can code to look out for and not go over population wise either because it's completely system dependent.

Indie originally had emmigration turned on and sims would leave town if it "got too crowded" but people complained that families they wanted to go back to play or just wanted to stay around were leaving so he switched it off by default. It also was never really clear just what constituted "too crowded" anyway.

Well, then you just have to count the immigration notifications and quit at the desired number? Or, Pescado could add a configurable number instead of hard code for desired population, and leave it up for the user to set it to something sensible instead of, say, 1 million? There still would be people who set it too high, but then, there are people who think that if you have a dirty HD, you have to wash it with warm, soapy water...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 15, 16:35:54
Here's an idea: have there be a configurable setting involving a ratio of played (sacred and/or active) sims to NPCs of their age rank. If more babies/toddlers/children are needed, sims begin spawning. If more teen/ya/adult/elders are needed, families start moving in. So I could set, say, 5 non-played to one playable, and every time my sims have a kid, five other families would spawn. You could then stagger it a little, so it takes a few sim days for the slots to fill instead of having five all at once, but the beauty of it being configurable would be that if our played families get bigger than we expected, we can turn down the ratio to compensate.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 15, 18:01:46
What's wrong with adding a switch to Enable/Disable Immigration?
Nothing except the fact that I like almost everyone around here am a greedy leech and find it preferable if Pescados implements/improves features that improve the overall gaming experience and immersion instead of spending time on working on a feature that even at the best of times can't be anything more than half-assed.

Nope. That's why this is all experimental.
Is there any way to estimate the chance of breeding?

I just did some dirty math and based on the default normal life spans (the relations shouldn't be much different for the other life spans) about 7% of a population should be elders past their minimum life span (Marathon Runners ignored and presuming an age distribution relative to the AgingStageLengths). So for a population of 100 Sims set to normal life span, there should be one Sim dying of old age per day. Does that sound about right? Accordingly the ~40% of Sims which are physically capable of breeding would have to hatch one larva per day to preserve the population size.

At any rate the more I think about the crib dependency the more I like it. It's just beautyfully simple and a given numer of cribs should leave to a specific and stable population size without the need of a cheaty global top-down feedback loop simply because the breeding chances decrease if the population is bigger making it more difficult for families to find breeding space and the other way round. That is as long the player doesn't do something incredibly stupid like killing off the entire 'hood without adding a sufficient number of CAS-created Sims to preserve the 'hood from extinction. And even if there are to many cribs to reach an equilibrium the population will just be hard-capped by the number of beds. You just have to admire something that's beautyfully simple and at the same time presumably just as effective.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 15, 18:44:58
Okay well then when one of ya'll figures out the perfect mathematical ratio for cribs and beds in a neighborhood then place them all and put up a save for us to download because I don't want to deal with that sort of micromanagement headache. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 15, 18:59:37
I have about 110 cribs in my neighborhood and even more beds. So far the game still runs fine, as well as can be expected on my not-so-good pc (RAM shortage, mucho cache file access). But I think a BFBVFS will be inevitable in the near future.

Mortimer Goth (family-oriented) has many kids with Bella Bachelor. After she died, he clearly decided not to mourn, but to get re-married immediately and get his new wife pregnant right away.  ;D

Some sims seem to get left out in the cold by AwesomeStory, but I guess it's trait-related. One single woman occasionaly gets involved in romantic interactions, but she can't or won't get a husband. I wish an accidental pregnancy could result in such cases.

Edit: a few spelling errors, some may be left, whatever...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 15, 19:06:21
Okay well then when one of ya'll figures out the perfect mathematical ratio for cribs and beds in a neighborhood then place them all and put up a save for us to download because I don't want to deal with that sort of micromanagement headache. :P

The demographic function on Twallan's supercomputer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) might be useful for anyone working out the ratio of cribs needed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 15, 19:10:24
I have about 110 cribs in my neighborhood and even more beds. So far the game still runs fine, as well as can be expected on my not-so-good pc (RAM shortage, mucho cache file access). But I think a BFBVFS will be inevitable in the near future.

Yeah, that's kind of why although I don't want to be bothered placing all the damned cribs myself, I'm also not especially keen to download a save that puts cribs everywhere because it seems like that might eventually lead to Indie Stone style over population.

Quote
Some sims seem te get left out in the cold by AwsomeStory, but I guess it's trait-related. One single woman occasionaly gets involved in romantic interactions, but she can't or won't get a husband. I wish an accidental pregnancy could result in such cases.

In theory it's an interesting feature I just don't know how it could be coded to not get totally out of control. I don't know, maybe you could make it a very small chance or something. I wouldn't mind a few unwed pregnancies but I also do not want a neighborhood full of bastard children and twisted family trees where every kid in a family has a different dad like they were all born to some trashy mom who keeps churning out kids with different men. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 15, 20:24:39
I don't want an 'invasion of the bastard children' either, but a few of them is only realistic. Knowing Pescado's sense of realism I dare to think he'll try to work something out, something realistically acceptable.

On the other hand, women who dislike children, but get knocked up, would probably have an abortion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 15, 20:48:08
I have about 110 cribs in my neighborhood and even more beds. So far the game still runs fine, as well as can be expected on my not-so-good pc (RAM shortage, mucho cache file access). But I think a BFBVFS will be inevitable in the near future.
OK, while I wouldn't go that far to call that complčtement ridicule that sure is a lot. It's not certain that your 'hood is doomed but it's probably bound to be capped by the number of beds and concerning perfomance it might do ye olde running kick to the crotch sooner or later.

It really depends on whether Pescado is able to give an estimate on the breeding chances. If the Sims are really desperate to breed and try to breed as soon as a crib becomes unoccupied it'd be easy since the number of cribs needed would be 10% of the wanted population size, maybe one more since it takes the Sims some time to move. I doubt it's that easy though. My guess is the number is somewhere between 10% and 20% and if this is somewhere near the truth 110 cribs would lead to an equilibrium of 550 to 1100 Sims probably being capped way before reaching that due to the lack of beds.

The demographic function on Twallan's supercomputer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) might be useful for anyone working out the ratio of cribs needed.
Since there are no wars in the Sims nor sudden developments in contraceptives nor anything else to affect birth rates there's no reason the age distribution should be substantially different from the AgingStageLengths. That is no reason I can think of.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 15, 21:06:36
Yes yes, I'm sure it's complčtement ridicule. I went overboard. I have no more small houses. I guess my neighborhood has enough beds for at least 300 sims. I obviously don't have that many sims now. I'd have to check with twallan's supercomputer. I must have more than 100 sims though. But this is just a test anyway.

As soon as things go wrong I intend to start again with twoftmama's empty Awesomized Sunset Valley. I'd like to seed it myself with red, green and blue sims, with purple hair, pink hair, etc. This time I'm going for completely-over-the-top-silly genetics.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 15, 21:19:21
I thought maybe the 52 cribs in my hood were going overboard.  But then, considering my computer is kind of a piece of crap, it may very well be.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 August 15, 21:38:41
The demographic function on Twallan's supercomputer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) might be useful for anyone working out the ratio of cribs needed.
Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless.  :-\

If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 August 16, 01:19:50
The demographic function on Twallan's supercomputer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) might be useful for anyone working out the ratio of cribs needed.
Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless.  :-\

If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P

I don't know why you think the computer's demographic function wouldn't be useful.

I would assume that anyone who worked out the crib ratio would be playtesting several times before they posted "this is definitely the crib to adult ratio you want for a stable population", otherwise they're just going to look silly when it turns out they're wrong.  The supercomputer's demographic function would be handy during those playtests - unless you're suggesting counting the sims of each age group manually?

Quote
If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P

You are making the assumption that everyone who uses AM wants to keep the population stable.  There are times when players might want to have a higher or lower rate of population growth.  Someone who gassed all the premades is going to want a higher rate of population growth than someone starting a game in a pre-made hood, and someone who switches to ASM after EA story mode or ISM may want to slow the rate of population growth to gradually reduce the size of their neighbourhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IreneDAdler on 2009 August 16, 03:52:11
Quote
Some sims seem te get left out in the cold by AwsomeStory, but I guess it's trait-related. One single woman occasionaly gets involved in romantic interactions, but she can't or won't get a husband. I wish an accidental pregnancy could result in such cases.

In theory it's an interesting feature I just don't know how it could be coded to not get totally out of control. I don't know, maybe you could make it a very small chance or something. I wouldn't mind a few unwed pregnancies but I also do not want a neighborhood full of bastard children and twisted family trees where every kid in a family has a different dad like they were all born to some trashy mom who keeps churning out kids with different men. :P
That's actually exactly what I'm trying to achieve.  The way EA genetics works right now, monogamous families turn out an army of clones.  So boring.

As for the crib system, I had approached it with some wariness, since it does sound rather tedious to set up, but I'm actually having a lot of fun doing it.  I guess your experience depends on how you go about doing it.  I was trying to rescue my town from ghost-town-dom, so I ctrl-clicked around to houses with sims in them and set them up with 2 cribs each.  While I was there, I fiddled with the sims in those houses, getting them jobs, skills, grabbing some romance for some of them, and I had a lot of fun dabbling around in different households.  I'm normally very myopic, and tend to over-focus on one particular household, and this crib business forces me to shift my focus around, and I think helps me enjoy the game more.  But I can imagine if you're building a neighborhood from scratch, going into build mode for empty house after empty house to plop cribs down would get quite boring quite fast.

I agree that the population management is fine without a separate immigration system.  Randomly generated sims would probably have to come from the bin, which means that you're likely to get duplicates.  Personally, I'd much rather my town was populated by products of breeding rather than random cookie-cutter droppings, and if I felt like my gene pool needs stirring up, I could add my own from CAS.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 August 16, 04:43:16
The demographic function on Twallan's supercomputer (http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) might be useful for anyone working out the ratio of cribs needed.
Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless.  :-\

If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P

I don't know why you think the computer's demographic function wouldn't be useful.

I would assume that anyone who worked out the crib ratio would be playtesting several times before they posted "this is definitely the crib to adult ratio you want for a stable population", otherwise they're just going to look silly when it turns out they're wrong.  The supercomputer's demographic function would be handy during those playtests - unless you're suggesting counting the sims of each age group manually?
Oh, the demographic function would definitely be useful. I was just saying that doing the testing would probably take loads of time, just because of the nature of births and deaths in the Sims.

Quote
Quote
If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P

You are making the assumption that everyone who uses AM wants to keep the population stable.  There are times when players might want to have a higher or lower rate of population growth.  Someone who gassed all the premades is going to want a higher rate of population growth than someone starting a game in a pre-made hood, and someone who switches to ASM after EA story mode or ISM may want to slow the rate of population growth to gradually reduce the size of their neighbourhood.
This would be better achieved by having a way in ASM to specify a target population growth rate (or target population and maximum change), say per generation or per lifetime. This whole "experiment with different numbers of cribs indefinitely until you get the population growth rate you want" thing isn't very user friendly, and distracts time away from actually playing the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 16, 10:50:43
Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless.  :-\
It's even worse. To gain meaningful results you'd probably have to let it run for at least a couple of Sims' life cycles until the age distribution fits the AgingStageLengths again. Semi-randomness shouldn't be that much of a problem though due to the law of large numbers, you just have to keep in mind there's some variance to the results. It's a brute-force low-brain approach at any rate though.

To me this is all systems theory. The 'hood is a system, the number of cribs is the input, and the population size is the output. That system should be stable, meaning that a change in the input should lead to specific stable output. The million dollar question is what the gain of that system is going to be. It can't be anything more than 10 (and that would mean that every crib is occupied at any given time) for the default AgingStageLengths, but it can basically be even less than one. Something around 5 would be reasonable IMHO.

Still importent is the damping since it is an indicator for how fast the system will react to a change of the input and how resistent it is to disturbances to the system state (or in other words: playing). If the damping is to high the StoryDriver won't be able to preserve a 'hood and if it is to low it will compromise immersion or will even render the system unstable.

Quote
If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P
That would be the cheating.   :-X

I would assume that anyone who worked out the crib ratio would be playtesting several times before they posted "this is definitely the crib to adult ratio you want for a stable population", otherwise they're just going to look silly when it turns out they're wrong.
I don't think there's a way to tell for sure any time soon. Even less since there's always the chance that Pescado changes something in the next build.

Quote
You are making the assumption that everyone who uses AM wants to keep the population stable.  There are times when players might want to have a higher or lower rate of population growth.  Someone who gassed all the premades is going to want a higher rate of population growth than someone starting a game in a pre-made hood, and someone who switches to ASM after EA story mode or ISM may want to slow the rate of population growth to gradually reduce the size of their neighbourhood.
That's the beauty of the crib dependency: It doesn't really depend on the current population size but on the number of cribs which lead to a certain stable population size mostly independent from whatever the current population size might be (as long as the population is able to breed). So if the population is larger than the target population given by the number of cribs birth rates should decrease because it is harder for the families to find breeding space, and if it's smaller birth rates should increase because it is easier to find breeding space.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 16, 11:03:58
It's even worse. To gain meaningful results you'd probably have to let it run for at least a couple of Sims' life cycles until the age distribution fits the AgingStageLengths again. Semi-randomness shouldn't be that much of a problem though due to the law of large numbers, you just have to keep in mind there's some variance to the results.
Actually, the law of large numbers doesn't QUITE work out in a Sims neighborhood, because the numbers aren't really that large.

To me this is all systems theory. The 'hood is a system, the number of cribs is the input, and the population size is the output. That system should be stable, meaning that a change in the input should lead to specific stable output.
Well, the system SHOULD be upward-stable, because cribs is not the only boundary constraint.

The million dollar question is what the gain of that system is going to be. It can't be anything more than 10 (and that would mean that every crib is occupied at any given time) for the default AgingStageLengths, but it can basically be even less than one. Something around 5 would be reasonable IMHO
Yes, and WHERE you put them also has a significant effect on the game. If you put them in cheap houses, your sims will tend to reproduce at lower levels of income than if you place them in more upscale houses.

Still importent is the damping since it is an indicator for how fast the system will react to a change of the input and how resistent it is to disturbances to the system state (or in other words: playing). If the damping is to high the StoryDriver won't be able to preserve a 'hood and if it is to low it will compromise immersion or will even render the system unstable.
Well, upward expansion has a damper at present in the crippling housing crisis endemic to the stock neighborhoods. We are working on a shiny to address that, but I need a mesher. As for the damping being too high, wouldn't having damping too HIGH also compromise the immersion? A system with extremely high damping response is essentially on rails. Most people do not enjoy externally-imposed railroad plots.

Quote
If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  :P
That would be the cheating.   :-X
It would, not to mention it would be uninteresting. At this point, half the point of  the thing is the experiment! If you wanted a system where sims robotically pop out the exact same number of kids and had no response whatosever to the environment you created, you could probably go back to ISM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 16, 12:03:26
Actually, the law of large numbers doesn't QUITE work out in a Sims neighborhood, because the numbers aren't really that large.
That's true but the law of large numbers despite its name doesn't necessarily need large numbers to apply, usually it's straightening out the mean pretty soon. If you take dice rolling for example, it usually doesn't take much more than 10 rolls to keep the mean between 3 and 4. Unless someone wants to foretell the population size after 100 generation or something there's really no need to be overly accurate. The player's interference will almost certainly mask/overrule all slow drifts to extinction or overpopulation anyhow.

Quote
Well, the system SHOULD be upward-stable, because cribs is not the only boundary constraint.
Well yes, but the population size being hard-capped by the number of beds isn't really what I had in mind when I said stable. Unless we're not talking digital... ;)

Quote
As for the damping being too high, wouldn't having damping too HIGH also compromise the immersion? A system with extremely high damping response is essentially on rails. Most people do not enjoy externally-imposed railroad plots.
Actually a system with "excessive" damping usually doesn't do anything (noticeable) at all, so yes that would definitely compromise immersion. ;) Besides that the only difference between stable systems with different damping is the reaction speed and the fact that systems with low damping are able to "overreact" to an input change.

Quote
It would, not to mention it would be uninteresting. At this point, half the point of  the thing is the experiment! If you wanted a system where sims robotically pop out the exact same number of kids and had no response whatosever to the environment you created, you could probably go back to ISM.
I agree. Did I mention that I actually like the crib dependency?  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 16, 12:13:36
What does everyone think of this idea:  When a sim joins a company, if there is not already a boss in situ, and there is *currently* no one in the hood with the right qualifications to be that boss, your own sim gets lucky and fills the role himself?   It would probably only happen for the first generation in a new hood, but it's semi-realistic, and would be fun, I think.   This could also be used for if the owner sacks most of the people in the firm, they can do so corruptly in order for someone without the right qualifications to get to the top.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 August 16, 13:50:19
Inge, I don't like that idea at all! I prefer a new Sim popping into the hood to be a boss for my Sim. Some people don't play a lot of generations or the whole hood at once, so what fun would it be to have the Sim start a job and achieve their LTW right away?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 16, 15:14:32
It would, not to mention it would be uninteresting. At this point, half the point of  the thing is the experiment! If you wanted a system where sims robotically pop out the exact same number of kids and had no response whatosever to the environment you created, you could probably go back to ISM.

It's not about that. I think things happening in some sort of sensible order with controls in place is a good thing I just don't want to be forced into some Sim City style of gameplay to manage the whole damned town.

The problem with Indie Stone mod is it overpopulates. I simply refuse to believe there is no way impose some sort of overpopulation limit without this crib stuff.

I know you want to play the game in a control freak style where you can control all aspects of the neighborhood but I don't want that. To me that's not what story mode is about. It's about the game running everything for the town behind the scenes itself so that your family can live and interact in a changing town where your family's further generations will meet further generations of town's people. Not like TS2 where the founding sim knew Goopy and his great great great great great great great grandson knew Goopy too. That's basically what it's for.

To me being forced to manage the town is a hassle I don't want and it discourages me from wanting to play the game. Admittedly I've been on that streak lately anyway but this isn't helping.

In any case, for the pro-crib people I highly encourage you to do wolfuns on fast speed and let the game run for a while and create progressive generations with these cribs in place and see what happens. It hasn't been tested long term and I am curious to see if the outcome will be what was intended.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 16, 16:00:50
I completely agree with Motoki, of course.

But anyway, I've played a while in my ridiculous neighborhood, and there doesn't seem to be any danger of overpopulation. According to twallan's supercomputer, the population has even declined from 101 to 95 residents while I was playing. I suppose it could be a gene pool problem. I'm going to move the sims from the bin (Funke, etc.) back in. They were already there under ISM control, but now I wonder how AwesomeStory will treat them.

I also have at least 60 npcs. Why on earth does the game create so many of them? I already gassed all of them once but the game immediately creates at least 40 new ones, and of course they all have the same face (well, one face for men and one face for women).

The game also froze for the first time under AwesomeStory control. I closed it with task manager and went  to bed. I hope it's not a reproducible freeze.

I also make a habit of regularly deleting all the graves in the mausoleum. I have no idea if that's a good or bad idea, or if it even matters.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 16, 16:19:01
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

Also they don't need to rotate the paper kids or mail people. I am perfectly content to have the same one every day. I think that's fairly normal anyway.

I suppose they could get replaced every so many sim days or whatever to simulate growing up/retiring but eh, I'm not even too worried about that.

Actually, I wouldn't mind if adult neigbhorhood sims in level 1 of the Journalism career ended up being the paper delivery person instead of the kid because level 1 journalism is a paper deliverer. ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 16, 17:07:37
Those paper kids and babysitter teens actually go to school, too. You can meet them there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 16, 17:16:29
That's fine but I guess I just feel like since there's a finite amount of sims you can have in your neighborhood before it starts getting all slow and wonky, I'd rather save those slots. Especially if I'm not calling the babysitter and there may be other sims in town who could be used for paper delivery people.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 August 16, 17:31:35
I like that the NPC:s grow and change. I would like them to marry and move in too, when appropriate - I see they are romancing, but I haven't had anyone move in autonomously. I like the crib/bed rule, and I can't see why it wouldn't work as you want it to, Motoki, after the initial set up of the city.
I would also like a SMALL chance of pregnancies from all the adultery going on in the rabbit holes, their names really have a new philosophical meaing now. Especially the graveyard at night, they swarm there like kids going to school in the morning, lol.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 16, 17:34:58
The main problem with moving in NPCs is that you'll only get more clones in your neighborhood. I have seen enough clones in my own household already, thank you very much.  >:(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 16, 17:36:20
I don't think the (service) NPCs by default are really touched by story mode, are they? I have never seen one move in autonomously or have a kid or any of that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kimmyfrmtx on 2009 August 16, 17:37:24
Agreed.  And why oh why do I need a different maid for each day of the week?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 16, 17:41:58
I don't think the (service) NPCs by default are really touched by story mode, are they? I have never seen one move in autonomously or have a kid or any of that.
I'm sure they don't move in or have kids autonomously, but I may have seen some involved in AwesomeStory romantic interactions, like X and Penny Barclay at City Hall, where Penny Barclay was definitely not a resident. It's been a while though, I don't know if this still happens.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 16, 17:56:49
It's not about that. I think things happening in some sort of sensible order with controls in place is a good thing I just don't want to be forced into some Sim City style of gameplay to manage the whole damned town.
Actually I don't want that either, that's why I hope SupCom isn't the final answer to NPCs being unable to live anything near a reasonable life. But I don't think placing a couple of cribs is that much of a hassle. Sure, right now nobody knows how many cribs are needed (and I think the AwesomeStoryDriver isn't up to the task to preserve a 'hood yet), but I actually think it will be fun to figure it out. Call me weird if you want to. :)

Quote
I simply refuse to believe there is no way impose some sort of overpopulation limit without this crib stuff.
There is a way but it would need some form of global top-down feedback thus spoiling the grace.

But anyway, I've played a while in my ridiculous neighborhood, and there doesn't seem to be any danger of overpopulation. According to twallan's supercomputer, the population has even declined from 101 to 95 residents while I was playing.
Yes, considering the demographics of my current hood (basically default SV, with one CAS-created playable added, one Teen and one YA running on SupCom and therefore pretty much out of the loop, no sacred households) AwesomeStoryDriver seems to be too picky concerning relationships which could lead to breeding. There are 55 adult resident Sims but only 8 married couples.

I have to revise what I said about the super computer though. If the demographics developed "naturally" (without intervention by the player) one look at them is enough to precisely tell if the population size is increasing, decreasing or stable. If it's according to the AgingStageLengths (25% Elders, 10% Babies and Toddlers) it's stable, if it's shifted towards younger people it's increasing and if it's shifted towards older people it's decreasing. In my hood more than 50% of the residents are Elders and only 3% are Babies or Toddlers => It's doomed and no amount of cribs is going to prevent that. I was right about the 1% dying of old age per day on normal life spans though.

Those paper kids and babysitter teens actually go to school, too. You can meet them there.
I'm glad to tell that they don't do that in my game.

I like that the NPC:s grow and change. I would like them to marry and move in too, when appropriate - I see they are romancing, but I haven't had anyone move in autonomously.
I think that's because it would be just as dangerously unpredictable and untrollable as random immigration. For everey NPC taken out of the NPC stack another one gets created.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IreneDAdler on 2009 August 16, 18:26:58
I was wondering if anyone has any experience with how AwesomeStory handles the dead.  I haven't had any playable ghosts made through storymode actions but I also haven't bothered doing the Oh My Ghost opportunity yet.  Does storymode exert any sort of control over the ghost population?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 16, 18:30:22
As far as I know a playble ghost is just treated as a normal sim for all intents and purposes. They are basically just a transparent sim who goes oOOOoooOOOOooo a lot and doesn't die. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 16, 19:06:33
As far as I know a playble ghost is just treated as a normal sim for all intents and purposes. They are basically just a transparent sim who goes oOOOoooOOOOooo a lot and doesn't die. :P

They eventually "lose their hold on the material plane". But I can confirm they go "oOOOoooOOOOooo"!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 16, 19:23:02
Yes, ghosts in your household will eventually return to the netherworld, but when I was still an addict I once played a neighborhood filled with ghosts. As soon as I had plenty of ghosts I evicted and deleted all the normal sims, so only ghosts and NPCs remained.

This was before the patches, so I don't know if anything has changed, but ghosts in other households didn't return to the netherworld. Every night I got several 'getting old' messages, again and again for the same ghosts. In the end I evicted and deleted all the elderly ghosts myself. This was either a bug or a borked neighborhood. I quit when I was fed up with the ghostly noises all day long. There were other annoyances too. I just blamed the rEtArds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 16, 21:38:21
Inge, I don't like that idea at all! I prefer a new Sim popping into the hood to be a boss for my Sim. Some people don't play a lot of generations or the whole hood at once, so what fun would it be to have the Sim start a job and achieve their LTW right away?

Bosses are career level 5, and LTWs are 9 or 10, so that would never happen.


I like the idea, but you could add a bit of qualification to it... if the sim has some of the skills toward the job they could get *offered* to be promoted to level 5/boss, but at the cost of some sizable simolean investment (aka starting their 'own' business).  Otherwise the game would wrangle in a new sim to be the boss.  Seems like a reasonable middleground.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Homestar on 2009 August 16, 22:37:00
I just recently turned on Supreme Commander, and so far it's pretty useful. It could use a couple more options, though. Socializing and/or Family Time. What good is a better AI if the sim's wife is indifferent and his toddler is starving on the porch. I guess I can sum up my request in two parts.

1. The option for a sim to call people, visit houses, chat online, and just plain talk to family members.
and
2. The option for a sim to Potty Train, Teach, Read to, Feed, and otherwise care for their children.

Looking foreward to more Awesomness!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 August 17, 00:04:14
I'm sure this has been explained a number of times, but I cannot seem to locate any reference(s) to it, so I must ask...

I recently read that you should download a new AwesomeMod.package before each play, to ensure you have the latest version. I download the latest version whenever Pescado adds to the thread saying what's been updated/added. If there's not a new post in the thread I assume I have the latest version. Is that not so?

Also, do I need to download a new config file every time I download a new Awesome, or is it OK just to keep the one I have?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 17, 00:08:18
He only posts for major updates; bug fixes don't get a post, just an updated timestamp.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 August 17, 01:30:03
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

I seem to remember something along the lines of an NPC being created for each role for each household, which obviously leads to a ridiculous number of NPCs.

Also, none of the NPCs I've had seem to grow older. At least, my toddlers meet teen babysitters and are then able to catch up with them once they reach high school, which is weeeird and is just like TS2.

Also, back in my first game, when I was playing without story mode, one of my Sims moved out of the home and then became a maid. I remembered it because it was the only instance of someone getting a job without me having to force them into it. Is that even possible, or did something get warped there? And would a system like that ever be possible, where playable (but not necessarily played) Sims in houses become maids/paper kids/etc and you don't need single people commuting in from elsewhere who never grow up? It would be nice...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 17, 02:19:47
I'm sure this has been explained a number of times, but I cannot seem to locate any reference(s) to it, so I must ask...

I recently read that you should download a new AwesomeMod.package before each play, to ensure you have the latest version. I download the latest version whenever Pescado adds to the thread saying what's been updated/added. If there's not a new post in the thread I assume I have the latest version. Is that not so?

Also, do I need to download a new config file every time I download a new Awesome, or is it OK just to keep the one I have?

You don't have to but it's probably a good practice to get in the habit of doing it.

However, if you intend to report a bug you absolutely should download it again to make sure you have the very latest version and then check it again and see if the bug still happens. Many times people report bugs Pescado has already fixed.

You don't need to redownload the config file unless you make changes to it. Otherwise it can stay as is, although it is a good idea to check it every so often because sometimes he adds things to it. However, it won't hurt you if you have an old config that doesn't have a particular setting in it, it will just default to whatever Pescado set the default setting for that value to be.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quetzilla on 2009 August 17, 03:23:00
I noticed the npcs too. I got rid of them all and in a short time I had over 40 again. I can't for the life of me understand why. I almost never interact with them except for one or two. The paper kids and mail people I understand since they always come around, but why do we need the others unless we do something that specifically requires their presence?

I seem to remember something along the lines of an NPC being created for each role for each household, which obviously leads to a ridiculous number of NPCs.

Also, none of the NPCs I've had seem to grow older. At least, my toddlers meet teen babysitters and are then able to catch up with them once they reach high school, which is weeeird and is just like TS2.

Actually NPCs do grow older, but I think at a slower rate.  My family had a newspaper girl who grew up to a teenager (becoming the babysitter), and then grew up to an adult and became the repairwoman.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 17, 03:34:09
Actually NPCs do grow older, but I think at a slower rate.  My family had a newspaper girl who grew up to a teenager (becoming the babysitter), and then grew up to an adult and became the repairwoman.

But do they still age if no playables ever know them at all? I feel like they exist in some weird Schrodinger bubble and only progress if you force it by observing and interacting with them. I could be wrong though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 17, 04:36:48
I had a newspaper girl grow up to a teen and stay a newspaper girl, or at least that's what it said her job was in the relationship thing.  I never saw her delivering papers as a teen.  I didn't know they could become babysitters; that's kinda cool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cheriem on 2009 August 17, 04:40:19
Question, I have two sims who are endlessly spawing copies of themselves all over my hood....  Every time I evict one and delete him, story mode moves another one in.  Help!  If they were content to just exist and not spawn endless copies of themselves, I'd let them live.  I've even tracked them down in my files to remove their saved sim data.  What is causing this and how do I stop it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 August 17, 08:15:49
I like to marry my Sims to the maid. On the contrary it seems that my NPCs older faster than normal and once I play with veeery long aging, they age far too fast. Everytime I marry a maid, they become elder in a few days. What I like in the maid is that they will always be maid. I mean, if you get them a job they get the job title, retire in this job, but if they die, they get back the maid status instead of the usual "unemployed". So, if you ressurrect them, they are still maids. Sometimes I ressurrect a ghost only to have one family member that will never die and keep the family name. I was not aware of the messages that they are getting old. Another EA nonsense - ghosts aging ??? This is not a feature, it is incompetence.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IreneDAdler on 2009 August 17, 16:55:05
Question, I have two sims who are endlessly spawing copies of themselves all over my hood....  Every time I evict one and delete him, story mode moves another one in.  Help!  If they were content to just exist and not spawn endless copies of themselves, I'd let them live.  I've even tracked them down in my files to remove their saved sim data.  What is causing this and how do I stop it?

You mentioned in another thread that you have two sims getting jobs then being fired then going to get jobs again, is it possible that these clones are the result of boss spam for each time your sims get a job again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 17, 18:33:32
Was there a vast improvement in the last couple of days or am I just doing something entirely different? I just scrapped my testing hood because it couldn't be kept alive by any reasonable means and thus wasn't a conclusive indicator anymore. Started a new testing hood, added one playable Sim and 11 cribs (making it 18 altogether) and let it run for a Sim-week. Of course this is too short to make any long-term conclusions but thus far things are looking really good. 4 or 5 new married couples formed, there were some reasonable moves to find breeding space and 7 babies were born. If they manage to keep up that pace, the hood should survive and be stable. It wasn't anything like this with the last testing hood.

Something odd occured though. There are 17 married males and 18 married females. I smell bigamy. Tried fixromances but it came back empty-handed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 17, 19:01:09
Question, I have two sims who are endlessly spawing copies of themselves all over my hood....  Every time I evict one and delete him, story mode moves another one in.  Help!  If they were content to just exist and not spawn endless copies of themselves, I'd let them live.  I've even tracked them down in my files to remove their saved sim data.  What is causing this and how do I stop it?

I am surprised no one responded to this yet. I thought it was fairly common knowledge.

Anyway, the Indie Stone mod has been known to cause these mass duplications, but really I've had it happen even before ISM came out so it is EAXian in nature, though Indie may exacerbate the problem with it's high volume of immigration.

The problem is the game seems to keep going back and using the families in the library to make new sims. The best solution is to delete all families from the library, even the default ones (though keep backup copies somewhere in case a future patch or expansion complains).

If you end up needing to move families between neighborhoods then make sure you delete the copy from the library as soon as you place them and verified they are in their new town okay. Do not leave families sitting in the bin for extended periods of time.

Pescado has a command to delete the duplicates (destroydoppelgangers? I forget the exact command and am not at home right now; someone else can help with that I'm sure or just type help in the console and look through the destroy commands). I believe it only works on a per family basis now (ie destroys the dups of the current playable family members) but Pescado said in another thread he might expand it to work for all dups in the neighborhood, which would be good.

I know the game stores the duplicates internally with numbers after their name, like Agnes Crumplebottom2, Agnes Crumplebottom3 etc so it should be doable to get rid of all but the originals.

You mentioned in another thread that you have two sims getting jobs then being fired then going to get jobs again, is it possible that these clones are the result of boss spam for each time your sims get a job again?

I hadn't thought of that, but it sounds possible. In any case it's probably a good idea to keep the library bin clear if it isn't already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2009 August 17, 19:05:23
That's not how ASM is working out for me in my current hood. I have 27 (!) cribs and plenty of extra bed space, but unless I go around spamming ctrl+shift+click "get pregnant", the demographics indicators in twallan's Supercomputer will always predict a fall in population. Many of my sims also fail to get married or even have relationships of any kind unless they have the flirty or hopeless romantic traits, and then they have too many. I suspect the population would sustain itself better if most sims had an inclination to start relationships and get married, but as of now that is not happening.

Also, apparently most sims are fine and dandy with being unemployed and living with their parents when they've grown up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jens on 2009 August 17, 19:23:32
I've also reported the same thing regarding relationships and marriage in another thread. After an 8 sim week wolfrun following 3 weeks normal play only singles with hopeless romantic, flirty or family orientated traits initiated relationships.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 17, 19:28:52
Pescado has a command to delete the duplicates (destroydoppelgangers? I forget the exact command and am not at home right now; someone else can help with that I'm sure or just type help in the console and look through the destroy commands).
I believe it's "nukeimpostors", and do I have to be worried that I never had doppelgangers in one of my hoods despite storing families in the library? I only saw doppelgangers once in a hood someone had sent me, lots of them. I thought AM prevents the spawning of doppelgangers? No?

@dilpill: That's why I'm kind of surprised, in a good way. It was just like you described in my old testing hood, which I started last Friday IIRC. Might be pure coincidence (pretty much of it) but it looks like there are really reasonable things going on. Like I placed a crib in the Frio brothers' house and it looks like they caught the message, one of them got married, his spouse moved in and the other brother moved out a day later. And a YA who just grew up moved out for no apparent reason but to live on his own.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mildlydisguised on 2009 August 17, 19:53:35
I have a question about the crib placement.  I have been adding just one crib per household as I have been assuming that when the crib is no longer being used i.e. the baby/toddler has grown into a child, the crib is then free again to act as a 'oooh let's have a spawn' trigger.  Am I correct in thinking this?  It got me wondering when I read the post by the person who had over 100 cribs in their hood, as there aren't that many households.  Also number of cribs have no effect on multiple births, yes?

My second question is regarding awesomestorymode hood moves.  Agnes Crumplebottom autonomously moved from her big $200,000 house to the Keatons Low Fat Ranch house, that is much cheaper.  My sim was at her house when she moved and followed her directly to her new place and they got married.  She joined the household with a couple of thousand simoleons and my sim moved into her new house.  I couldn't work out where the money went from the sale of her old house though.  Does the storymode actually calculate the sale of the old house and purchase of the new house or was the discrepancy from the calculation of monies a sim brings with them after marriage?  I am quite happy to do more testing on the issue if needed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 17, 21:00:17
I'm the simwit with more than 100 cribs, at least 2 in every house. I can't answer your question, but I can add another one.

What does AwesomeStory do if every house has only 1 crib, and twins or triplets are born?

You could make sure a woman in your household is pregnant with twins or triplets, and then move her out before the babies are born. AwesomeStory would then have to deal with twins/triplets in a town where every house has only 1 crib.

EDIT:
Well, I'm stupid enough to answer my own stupid question. I now have a woman with 5 babies living in a huge 3-crib house. Nothing happened: no dingos, no social worker, not even wringing 2 little necks... And they lived happily ever after.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 17, 23:47:45
I've also reported the same thing regarding relationships and marriage in another thread. After an 8 sim week wolfrun following 3 weeks normal play only singles with hopeless romantic, flirty or family orientated traits initiated relationships.
Should be fixed in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cheriem on 2009 August 18, 03:01:07
Guys, thanks for your help and Twallian, I could kiss you!  Your computer just saved my n'hood!  I just found out that indie spawned over 300 vagrant townies duplicating the sims in my bin. :P  I used the computer to get rid of all of them!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 18, 03:57:30
It's just an error log. If everything goes like it's supposed to in your game then hopefully you'll never see it.

I think I've only ever gotten one and that was fairly recently but I am probably lucky in that regard.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 18, 07:57:30
Guys, thanks for your help and Twallian, I could kiss you!  Your computer just saved my n'hood!

What computer?  What is this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 18, 08:11:36
Guys, thanks for your help and Twallian, I could kiss you!  Your computer just saved my n'hood!
What computer?  What is this?

http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 18, 08:44:58
Got it!  Looks good...

Next question, anyone, this new roofslopeangle thing - is it individual roof angles?  Cos the game already had a roof slider.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 18, 09:08:31
Next question, anyone, this new roofslopeangle thing - is it individual roof angles?  Cos the game already had a roof slider.
No, this simply allows you to bypass the fidgety and imprecise slider in favor of precise numerical values. I haven't yet found the capacity for individualroofslope yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2009 August 18, 09:12:54
Got it!  Looks good...

Next question, anyone, this new roofslopeangle thing - is it individual roof angles?  Cos the game already had a roof slider.



I would like to know what this means too, could someone post a screen shot? Is it just a tooltip of a number for the actual angle?

Its already easy possible to fix individual roof angles.
Add roofs - delete the roofs with the angles that are fine - adjust the angle for the rest of the roofs - step back (ctrl Z) and the deleted roofs will come back at original angle without the adjusted roofs changing angle. Now you have roofs with different angles.

Edit: Ok got it! Thanks Pescado.
Another question, if we can change the angle by the means I wrote above, would it theoretically be able to make a "click and angle" function some time?
Edit 2: What Inge said


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 18, 09:38:02
Its already easy to fix individual roof angles.

s/easy/possible


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nepheris on 2009 August 18, 09:40:11
I doubt it, seeing as you are not influencing single roofs - you are still changing the angle of the entire roof, you're just fooling the game by deleting the roof you had so far and then restoring it as it was originally. It may look like you're changing one particular roof section, but this is not the case as far as game mechanics are concerned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2009 August 18, 09:46:53
But there must be values somewhere for the angles, since the roofs don't change back after the changes. I have set up to 7 different angles on one house and don't think there's a limit. So as I see it I am influencing each partition of the roof, it can't be a global number.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 18, 10:01:25
It's certainly hopeful if the roof angle is not set to the same when you next reload the game.  There was a time in Sims 2 a bug was making that happen, so it's not like roofs *can't* change themselves to another angle after leaving the lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 August 18, 10:20:02
It doesn't change, even if I upload a lot with different roof slopes. I just have to put in my notes that if they change the roof slope with the slider, it will change all of them to the same angle.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 18, 13:04:01
Added "roofslopeangle <X> [new]", so if you do roofslopeangle 10 new, all FUTURE roofs built will be 10-degree, but all existing roofs remain. Also available in shorthand as "rsa", same syntax. Touching the slider or using rsa without "new" will void your existing settings and force all to specified setting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 18, 13:08:52
/me covers Pescado with slobbery kisses


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2009 August 18, 15:38:45
/me covers Pescado with slobbery kisses

Hear, hear!

To actually be able to do this while rest of the roof is in place will be fantastic and very helpful.
*off to build pretty houses*

Edit, in my happiness I almost forgot to ask one itzybitzytinzy little thing.

Are roof patterns a global value? Or would it be possible for different roof patterns too? (I am guessing no here, but need to make sure.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bethekins on 2009 August 18, 18:36:49
Urm, okay so Hi n_n
Im new to this thread but have been using awesomemod since I got TS3, and love it. Buuut Im having a little trouble with the adult-to-12 romance, now the only reason I switched this on, was because my teen sim FINALLY found a decent guy, but then poof, he aged from a teen into an adult. so I went and switched this feature on because I didnt want to break them up, but didnt want to stop with the kissy smoochy stuff either, but every time they have a romantic interaction queued the game shuts down, for example a shy kiss, they go up to each other and BAM cockblocked. I decided to try again, same result, I tried playing as the adult, same thing, tried having them in the same household, still shut down. So i tried it with a random pair that had no romantic connection at all, and, finally it didnt close down, but I did make the NPC sim feel creeped out, no matter how high their relationship is, so Imjust wondering if there is anything to fix this, or if I need something else running with it awesomemod to make this work. <3  :-*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IreneDAdler on 2009 August 18, 18:53:53
Urm, okay so Hi n_n
Im new to this thread but have been using awesomemod since I got TS3, and love it. Buuut Im having a little trouble with the adult-to-12 romance, now the only reason I switched this on, was because my teen sim FINALLY found a decent guy, but then poof, he aged from a teen into an adult. so I went and switched this feature on because I didnt want to break them up, but didnt want to stop with the kissy smoochy stuff either, but every time they have a romantic interaction queued the game shuts down, for example a shy kiss, they go up to each other and BAM cockblocked. I decided to try again, same result, I tried playing as the adult, same thing, tried having them in the same household, still shut down. So i tried it with a random pair that had no romantic connection at all, and, finally it didnt close down, but I did make the NPC sim feel creeped out, no matter how high their relationship is, so Imjust wondering if there is anything to fix this, or if I need something else running with it awesomemod to make this work. <3  :-*
That exact thing happened to me.  Maybe it has to do with a possible conflict where the action is supposed to be successful because their relationship is high enough and romantic already (because I noticed that Romantic Interest status didn't go away when one of the sims aged up to YA) and the hard-override has been abolished, but then the action isn't supposed to be successful because in general both sides of the interaction have to have the Pedophile/Pedobait traits, respectively.  That is to say, if you took two unromantic Teen and Adult sims and tried to make them flirt with each other, the first attempt from either side will be unsuccessful because they will not have acquired the Pedophile/bait traits yet, but after they both flirt with the other once, they will both have the traits, and further flirtation/romance will be successful if the mood is right.

I have no idea if this is really what's going on, just brainstorming.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 August 18, 22:49:36
I posted in the Awesome Story Driver thread about how I had 2 families who were house-switching 2 times a day. I normally pretty much stick with one main family but this was getting tedious so I finally selected each family in turn and took a look around and hopefully ID the problem. I don't intend to repeat the whole story here again, I just noticed that the children in both families were all in Red status from not doing homework, which didn't surprise me, since I've heard so many people here complain about this. After checking out these families I selected another sim couple that I planted in the 'hood and got them working on some skills; the next afternoon, I switched back to my main family. This all occurred over Saturday-Sunday Sim time.

Much to my surprise, my Sim who is Chairman of the Board in the Business career had very poor marks in his 'hold meetings' metric. He was perfectly fine in that metric when I left this family on Saturday AM; I come back on Sunday afternoon and he is suddenly doing poorly? WTF? He wasn't even AT work or supposed to BE AT work on the weekends. How did his stats tank like this? Does anyone understand what's going on here? Is this supposed to be some kind of EA "feature", where all the NPCs are purposely filled with failing adults and children? I suppose even better if they've got horrible traits so they can torture your playable Sim family. Yes, EA, how fun would that be. NOT. This is completely nuts! I'm beginning to see why so many of you are using Supreme Commander! If anyone can make any logical sense of why this is such a fail and could explain it to me I would really appreciate it. I do realize that it may just be complete laziness but there are such negative consequences to the nonplayables that your sims interact with in the game (unless EA assumed we would ONLY play with created sims?) that this is just difficult for me to wrap my head around.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 18, 22:51:07
The Meetings Metric periodically resets itself, so that you need to hold moar meetings. So every few days, the meeting counter is reset, resulting in that metric being red until you hold MOAR MEETINGS.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 August 18, 22:59:59
So that could have reset itself even if I had not selected other families to play? I've never noticed it, but at least that would mean that EA didn't purposely make all the nonplayed sims complete puddings. Er, wait, I guess they already did that.  Apparently some of them fail at being puddings. :P

Still, why, from a programming standpoint, would they implement things in such a way that all the nonplayed sims would fail at work or school? If they didn't intend for them to actually materialize and take up processing space, why didn't they make sure that they wouldn't pay consequences for it? Do you think that was intentional or just very poor implementation?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 August 18, 23:06:49
/me covers Pescado with slobbery kisses

LMBO!  Well, it's good to see Pes getting paid back in some form for all of his efforts here... sure hope he's able to recover enough from this massive snogging to carry on...   ;)   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bababorg on 2009 August 19, 01:08:35
Any chance that the illegitimate children are the ones that show up fatherless on the family tree?  When I checked my neighborhood I found a few fatherless children dating back to the Indie Mod era but I have three ladies who recently have given birth to fatherless children who had been conceived under ASM . I have the thirty day pregnancy mod so there is a big chance that this has been fixed by now but painfull memories of the Parthenogenesis are awakening in my mind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 19, 01:46:11
There's an interesting bug in the base game regarding pregnancy, children, and fathers. If the father is destroyed or deinstantiated between pollination and birth, the entire thing is fucked up. I should write a fix for that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 19, 19:12:31
How does BetterGeneticSkinBlend affect Grim Reaper babies? Does it prevent pitch black skin?

The first four grimmies I had in my game (with BetterGeneticSkinBlend enabled) were all normal sims, even after reloading. Then I had two women who were pregnant with triplets, pollinated simultaneously with the help of the NRaas Pollinator. Before they gave birth I disabled BetterGeneticSkinBlend and one of the six babies had pitch black skin. Still only one in six, of course, but that's all I really wanted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Indiasong on 2009 August 19, 19:29:24
The problem seems to be that you can't have the father or mother's skin, but in between. Which will in time make everyone dark brown.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 19, 21:27:22
Before I make a complete buffoon of myself by posting a spurious bug report, can someone tell me if I am meant to be able to see the markers for all the cars on the road moving around, in map view?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bijou on 2009 August 19, 23:05:38
I have the latest AM, and I have the 'more than 8 sims in a household' option enabled.  I had exactly 8 sims in my household, and today one of them delivered a baby girl.  There are now 9 sims in the house (including the infant), but only eight of the portraits are showing.  The very top portrait (belonging to the eldest sim in the household) was knocked off the 'list' and since I can't select her portrait, I can't control her actions.  Is there anything I can do about that?  I swear I don't see any sort of arrow or scroll bar or anything that would allow me to cycle through portraits...thanks for any help guys.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chazzhay on 2009 August 19, 23:24:47
I have the latest AM, and I have the 'more than 8 sims in a household' option enabled.  I had exactly 8 sims in my household, and today one of them delivered a baby girl.  There are now 9 sims in the house (including the infant), but only eight of the portraits are showing.  The very top portrait (belonging to the eldest sim in the household) was knocked off the 'list' and since I can't select her portrait, I can't control her actions.  Is there anything I can do about that?  I swear I don't see any sort of arrow or scroll bar or anything that would allow me to cycle through portraits...thanks for any help guys.
Try using the space bar.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bijou on 2009 August 19, 23:33:58
Try using the space bar.

Oh brother...just when I think I can't get any stoopidrrr, I take myself to the curb.  :-[  Worked like a charm.

Thanks a million chazzhay.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 20, 01:20:19
So I was using the "rename" cheat the other day, but it did still seem to care about the length. For instance, if I wanted to name my sim "Marie Antoinette of France," the game would see the first two words as too long for the name, so just assign Marie as the first name and Antoinette as the last, where my goal was Marie Antoinette for the first name and of France as the surname.

Could someone please help me with this one? It appears on the download thread that Pescado named one of his sims "Milhouse Trixibelle Saltf***er" and it showed up fine, so am I doing something wrong?

Thanks so much for your help! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 August 20, 01:22:26
So I was using the "rename" cheat the other day, but it did still seem to care about the length. For instance, if I wanted to name my sim "Marie Antoinette of France," the game would see the first two words as too long for the name, so just assign Marie as the first name and Antoinette as the last, where my goal was Marie Antoinette for the first name and of France as the surname.

Could someone please help me with this one? It appears on the download thread that Pescado named one of his sims "Milhouse Trixibelle Saltf***er" and it showed up fine, so am I doing something wrong?

Thanks so much for your help! :D

I haven't gotten the "rename" function to give more than 2 names. If you have Twallan's supercomputer (see pudding factory), there is a rename option where you can choose the first and last names separately.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 20, 07:55:18
Thanks Jordi (re moving cars)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 20, 08:06:50
So I was using the "rename" cheat the other day, but it did still seem to care about the length. For instance, if I wanted to name my sim "Marie Antoinette of France," the game would see the first two words as too long for the name, so just assign Marie as the first name and Antoinette as the last, where my goal was Marie Antoinette for the first name and of France as the surname.
That's not really a last name, that's more like an epithet. I suppose you want me to add a system in which sims can come with attached epithets in addition to their names, like "Milhouse Trixibelle Saltfucker the Weasel".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mellym on 2009 August 20, 11:47:49
Is there a way to edit the SIM in the CAS once you're playing them? I've had to give up Indie Stone, and I do miss that feature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 August 20, 11:59:58
Type editsim in cheat console to edit active sim, or editsim <name> <surname> to edit any other sim in the hood. Takes you to CAS. OR: type dresser to change clothes, or mirror to just change hair/makeup.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 20, 16:49:42
I suppose you want me to add a system in which sims can come with attached epithets in addition to their names, like "Milhouse Trixibelle Saltfucker the Weasel".

Yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 20, 17:32:18
Anyone can confirm that the storymode seems to have a habit to "get a new place" for the original family when there aren't enough beds and a YA is present? It's pretty obvious with the Alto family (I think that's their name in the English game too, but just to be sure: I'm talking about this "evil" couple in the mansion on the hill with their teen daughter). I placed a crib in their house when starting my test hood but no additional beds. They got another child and when it grew up to 6, their daughter, who was a YA until then, stayed and the rest of the family moved out. I moved them back in manually and moved the daughter out instead. Some time later the wife got pregnant again, and the exact same thing happened again. Seems like the logic behind that is that it's irrational to move a single YA to a house with 3 or more bedslots (smaller houses weren't available), not considering the fact that it might be even more irrational to inherit the parents's house, which might be extremely expensive, to an adult child.

My test hood is now at day 57, and it's most probably not going to survive on its own if I don't interfere. There are 21 male Sims and 29 female Sims in the default Sunset Valley hood capable of breeding and the primary reason my testing hood won't survive is that this relation has completely changed, there are 22 male Adults now but only 9 females left.
There's no way Pescado could have built in some sort of feedback to straighten out an uneven gender distribution, right? I think I'm going to place additional cribs so there's 2 of them in some houses, giving the chance for the families to breed again before the last offspring at least grew up to 6.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 August 20, 18:10:39
This is the current state of my 'ridiculous' neighborhood, Buzzler. You can probably make sense of these numbers a lot better than me, considering you've been talking over my head on several occasions.  ;D

After moving the sims from the bin back in, there were 113 residents. It then dropped to 106, but there seems to have been a little more pollinating with the latest versions. Then again, I'm responsible for a woman with 5 teen girls, and a couple with 6 kids thanks to both of them having fertility treatment, and the husband being family oriented.

(http://img134.imageshack.us/img134/7276/demographics.jpg) (http://img134.imageshack.us/i/demographics.jpg/)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 20, 20:15:20
@simwit: It's hard to tell for sure from the data of only one single moment and there's no way of knowing how much of this is your doing and not the storymode's, but as far as Demographics go this is probably the most even distribution you could reasonably hope for (taking the woman with 5 teens out of the picture). The amount of Elders is a bit on the high side, but since they're not influencing the future development, it shouldn't matter. If you and the storymode can keep that up you're good.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 August 21, 06:24:29
So I was using the "rename" cheat the other day, but it did still seem to care about the length. For instance, if I wanted to name my sim "Marie Antoinette of France," the game would see the first two words as too long for the name, so just assign Marie as the first name and Antoinette as the last, where my goal was Marie Antoinette for the first name and of France as the surname.
That's not really a last name, that's more like an epithet. I suppose you want me to add a system in which sims can come with attached epithets in addition to their names, like "Milhouse Trixibelle Saltfucker the Weasel".

Well not necessarily. The royals didn't really have last names, but my main point was to be able to have the longer names. Iffin' you do add that (which I'd never ask of you because it's such a complicated thing I'd not want to trouble you with something so trivial). I would just want the whole first name to be "Marie Antoinette" or whatever. Since she wouldn't really even have a last name it wouldn't matter anyway. But thanks so much! I'm just going to try what Jordi said. Iffin' you did add the ephitet thing that would be SUPER JAZZY, but I'd never ask it of you.

THANKS!!!!
T


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 21, 06:37:46
Seems like the logic behind that is that it's irrational to move a single YA to a house with 3 or more bedslots (smaller houses weren't available), not considering the fact that it might be even more irrational to inherit the parents's house, which might be extremely expensive, to an adult child.
It's sort of random what will happen, since both are valid scenarios: What happens in such a case is that the fambly is in a condition where either it can move to a bigger house, or split. Both conditions could happen. In the event that the fambly splits, either faction could move out: Either the kids move out, or the parents dump the old inadequate house on the kids and move to a more adequate one. Something had to give, so it happened.

My test hood is now at day 57, and it's most probably not going to survive on its own if I don't interfere. There are 21 male Sims and 29 female Sims in the default Sunset Valley hood capable of breeding and the primary reason my testing hood won't survive is that this relation has completely changed, there are 22 male Adults now but only 9 females left.
Well, keep in mind that AwesomeStory does not have the goal of enforcing any particular outcome. In real life, there is absolutely no mechanism that prevents a town from dying out in the face of socioeconomic pressures that are aligned against it. If you want a stabilization-based engine, look elsewhere. AwesomeStory is aimed at simulating a town where the residents act according their desires and interests, and if that isn't necessarily good for the long-term survival of the community, that's just too damn bad! Having the town die out, effectively losing the game, is part of the fun! Without the possibility of defeat, victory is hollow.

There's no way Pescado could have built in some sort of feedback to straighten out an uneven gender distribution, right?
Nope. There's no code whatsoever that controls gender distribution, as the storybus simply pollinates the sims, it doesn't control what results, which is purely EAxian code.

I think I'm going to place additional cribs so there's 2 of them in some houses, giving the chance for the families to breed again before the last offspring at least grew up to 6.
You do that. Half the fun of an ant farm is doing things to the ants and seeing how they react, isn't it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 21, 07:28:12
Well, keep in mind that AwesomeStory does not have the goal of enforcing any particular outcome. In real life, there is absolutely no mechanism that prevents a town from dying out in the face of socioeconomic pressures that are aligned against it. If you want a stabilization-based engine, look elsewhere. AwesomeStory is aimed at simulating a town where the residents act according their desires and interests, and if that isn't necessarily good for the long-term survival of the community, that's just too damn bad! Having the town die out, effectively losing the game, is part of the fun!

Totally agree.  If the player wants to exert control over the town's population they will have to bus in new residents by placing them in the town, or evicting them if there are too many.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 21, 11:28:43
Is it really happening, sims skilling without me directing them to do it?
Messages of "A is going to skill athletic" are appearing,  notification of a "push you must do it"  action, like the "A is going to work" messages?

Sims skilling autonomously, absolutely brilliant!!

Can I plop a fresh CAS sims in game, and they will skill only nessecairy for work, or also for fullfilling wishes and lifetimewant?
Do I still have to give them a start education for charisma and athletic etc?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 21, 12:13:29
Is it really happening, sims skilling without me directing them to do it?
Messages of "A is going to skill athletic" are appearing,  notification of a "push you must do it"  action, like the "A is going to work" messages?
Yes, that is the new Story Mode event added in a recent update. They will now gain skills. And you can SEE them gaining skills.

Can I plop a fresh CAS sims in game, and they will skill only nessecairy for work, or also for fullfilling wishes and lifetimewant?
Do I still have to give them a start education for charisma and athletic etc?
Yes, they will gain skills either for work, for their lifetime wants, or simply because they damn well please.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chaos on 2009 August 21, 14:15:42
I noticed that my non-played sims were skilling when controlled by SupCom doing Task: Work & School. Does this new story mode feature mean that I no longer need to control them via SupCom?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 August 21, 20:34:10
Excellent, one of my beefs was that sims never developed work-related skills unless you put them on SupCom.

Out of curiosity, how do they go about acquiring items to skill up Guitar, Writing, or Painting? The other skills have books or readily available items/locations but those three require specifically purchased items.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 22, 00:04:55
Out of curiosity, how do they go about acquiring items to skill up Guitar, Writing, or Painting? The other skills have books or readily available items/locations but those three require specifically purchased items.
Well, in my hoods the libraries have computers, so sims can easily gain Writing without needing to buy thier own computer.  I also added some easels to one of the parks and to the school lot, so if they are smart enough, they can go paint on one of those lots.

The one thing they will not have available is gitars.  I wish they could just buy themselves one straight into thier inv, as I hate micro-managing things like that for the whole town.

By the way, this new storymode skilling thing is totally freaking awesome.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 22, 06:25:38
Out of curiosity, how do they go about acquiring items to skill up Guitar, Writing, or Painting? The other skills have books or readily available items/locations but those three require specifically purchased items.
They will buy their own guitars if they lack one and want one and can afford one. The library comes equipped with computers and they will use them. At least in Riverview, there is at least one easel. Finally, if all else fails, in the next version they take the class.

I wish they could just buy themselves one straight into thier inv, as I hate micro-managing things like that for the whole town.
They do. They need to be able to afford one, though, and they have to be careful when flying, or United will break their guitars.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 22, 14:02:43
Well, keep in mind that AwesomeStory does not have the goal of enforcing any particular outcome. In real life, there is absolutely no mechanism that prevents a town from dying out in the face of socioeconomic pressures that are aligned against it. If you want a stabilization-based engine, look elsewhere. AwesomeStory is aimed at simulating a town where the residents act according their desires and interests, and if that isn't necessarily good for the long-term survival of the community, that's just too damn bad! Having the town die out, effectively losing the game, is part of the fun! Without the possibility of defeat, victory is hollow.
Actually, I'd like to have an engine that is able to sustain a hood if I manage to operate all these levers and dials and switches and buttons right. Trying to figure that out is part of the fun for me. So tell me, do I have to look somewhere else? :)

It just appeared kind of weird to me that 2/3 of about 35 Babies (hard to keep track, sometimes) must have been Males. The chance for that to happen is about 2.5%, so while not totally unlikely it still made me a bit suspicious, like the random number generator maybe wasn't so random at all. If it's just coincidence after all, it's ok. I have no problem with being beaten by stochastics, it's my own fault the population wasn't big enough to withstand such a shift in gender distribution. I just don't like being beaten by the shortcomings of an engine, like getting shot in a first person shooter because the AI just doesn't take some obstacles into account...

Quote
Nope. There's no code whatsoever that controls gender distribution, as the storybus simply pollinates the sims, it doesn't control what results, which is purely EAxian code.
Is this EAxian code (for the random number generator) accessible somewhere or is it buried in the executable?

Quote
You do that. Half the fun of an ant farm is doing things to the ants and seeing how they react, isn't it?
It is. (Although I never had an ant farm myself, actually I never even saw one...)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Belfire on 2009 August 22, 20:59:30
I'm new to the site, but I found the Awesome Mod a couple months ago. I enjoy it alot, especially the Add Trait code. But lately, when I start the sims, it said it expired. I've tried reinstalling it, but it keeps saying the same thing. What do I do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 22, 21:05:08
I'm new to the site, but I found the Awesome Mod a couple months ago. I enjoy it alot, especially the Add Trait code. But lately, when I start the sims, it said it expired. I've tried reinstalling it, but it keeps saying the same thing. What do I do?

You go to the AwesomeMod thread and download a new copy.  You might also want to redo the Aweconfig file.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 22, 22:45:54
coconnor, your icon just seems perfect for all these "too stupid to read" bullshit questions lately XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 August 23, 00:22:11
coconnor, your icon just seems perfect for all these "too stupid to read" bullshit questions lately XD
Thanks, Kuronue!  You had one with a pirate's hat not too long ago, right?  I remember thinking how fitting for the site it was.   I did a Google search on avatars, actually, and of those I liked, picked the one I thought fit the situation. Patience is not really a virtue of mine, so I thought it fit; besides "MATY" like cats, etc. 

I do, however, usually try to give everyone the "benefit of the doubt", which often does not work in my favor.  I think I shall refrain from speaking to the hardcore Retardolanders ... I prefer to ignore them, but was recently "sucked into the vortex" with "Qwueefbum".  Stupidity on my  part.  I just need to learn to be "meaner".  Should "sharpen my claws" for real life situations in these forums with those that have proven themselves unredeemable.  Otherwise, "meaness" is also not one of my virtues, although sometimes I wish it were.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 August 23, 15:59:44
I'm new to the site, but I found the Awesome Mod a couple months ago. I enjoy it alot, especially the Add Trait code. But lately, when I start the sims, it said it expired. I've tried reinstalling it, but it keeps saying the same thing. What do I do?

Troll!!  Sockpuppet!!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 August 23, 17:40:49
coconnor, your icon just seems perfect for all these "too stupid to read" bullshit questions lately XD
Thanks, Kuronue!  You had one with a pirate's hat not too long ago, right?  I remember thinking how fitting for the site it was.   I did a Google search on avatars, actually, and of those I liked, picked the one I thought fit the situation. Patience is not really a virtue of mine, so I thought it fit; besides "MATY" like cats, etc. 


Yeah, my old one was from back when PMBD launched and everyone had them. I don't change often XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 August 24, 21:27:49
I have a child sim in my town whom I want to adopt into my household. When i go to adopt her using the awesomemod it says that she already has parents. Is there a way I can get around this and adopt her anyway? I have looked throughout the town for a household that now lists her as a part of their family to no avail. I figured the game must "pretend" she has parents so she cannot be adopted back into my family (accidental child neglect).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: IreneDAdler on 2009 August 24, 21:52:11
I have a child sim in my town whom I want to adopt into my household. When i go to adopt her using the awesomemod it says that she already has parents. Is there a way I can get around this and adopt her anyway? I have looked throughout the town for a household that now lists her as a part of their family to no avail. I figured the game must "pretend" she has parents so she cannot be adopted back into my family (accidental child neglect).
I would just track her down and, with Testing Cheats enabled, Shift-Click on her and select "Add to Active Household."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2009 August 24, 21:54:55
I have a child sim in my town whom I want to adopt into my household. When i go to adopt her using the awesomemod it says that she already has parents. Is there a way I can get around this and adopt her anyway? I have looked throughout the town for a household that now lists her as a part of their family to no avail. I figured the game must "pretend" she has parents so she cannot be adopted back into my family (accidental child neglect).
I would just track her down and, with Testing Cheats enabled, Shift-Click on her and select "Add to Active Household."

Thats the thing. I'm having trouble tracking her down! I found I could invite her over to party when I threw one, but couldn't add her to active household.

Nevermind i got it figured out. i invited her over for a party and did the testingcheatsenabled thing. thanks for giving me the idea :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 25, 00:22:13
Is there a way to force the game to believe a want has been fulfilled when it has in fact been fulfilled, but the game is being stupid and pretending it hasn't been?  In TS2 we could just ctrl+click on the want, but that doesn't seem to do anything in TS3.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 August 26, 00:30:53
If a member of a non-played non-sacred family gets pregnant due to player's intervention or the player adds a Toddler which was made in CAS, will the family (try) to move to a lot with a crib if there's no crib on the current lot? With ASM enabled, I mean.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 26, 02:07:19
Yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2009 August 26, 06:52:17
I've a question...was lurking around the site and read on another thread that Pescado had added new traits to the game? Is this besides the pedo related and chosen ones, and if so, would anyone care to edumacate me as to what they might be?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 August 26, 07:42:18
I've a question...was lurking around the site and read on another thread that Pescado had added new traits to the game? Is this besides the pedo related and chosen ones, and if so, would anyone care to edumacate me as to what they might be?
Teeldeer, TeeldeerImune, Narcalepsy, and Incontinent AFAIK.  Don't quote me on those spellings, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: joefish on 2009 August 27, 04:33:57
Someone told me that the awesomemod allows you to force a pregnant sim to go to work. Is this true? and if so how to you do it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pywakit on 2009 August 27, 05:07:15
A CV to post to a game site? I think I just lost control of my bladder at that one. What are the prerequisites, graduate degree OK?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Marhis on 2009 August 27, 05:46:57
A CV to post to a game site? I think I just lost control of my bladder at that one. What are the prerequisites, graduate degree OK?

No. Too many idiots have one or more degrees. The problem is to discern fucking idiots from tolerable people, but hey, that's an everyday problem anywhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moosemonk on 2009 August 27, 06:48:15
Someone told me that the awesomemod allows you to force a pregnant sim to go to work. Is this true? and if so how to you do it?
Ctrl-shift-c to open the cheat console,then type 'backtowork'


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sniegparsla on 2009 August 27, 15:12:15
I'm not sure if it is the right place to ask my question, but I thoght its better than open a new thread:

When I'm trying to play my game with the awesomemod the game crashes to desktop after 5 or 10 minutes playing in Live mode. No error, nothing.
I have deleted the Cache Files, the scripterrorpackage, there are no other mods in my game, only some patterns and custom hairs. I have the newest version of the awesomemod and the newest version of the EA patch.

When I start my game with the same custom content as mentioned above and without the awesomemod everything works fine and there are no crashes.

I would be very glad if somebody could tell me what I am doing wrong or what I could do to make my game accept the mod without crashing all the time.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 27, 16:08:21
I have not seen any sudden CTDs in the current version, so check that you have it. I will look out for this, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sniegparsla on 2009 August 28, 00:10:36
thanks for your answer.

I couldn't figure out what the problem could be. Twice i was able to play for more than several minutes, but it still happens every time after a while. Maybe some kind of voodoo again....  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Steele on 2009 August 28, 02:03:20
Hi,

Just wanted to ask what does the setting "AutoSavesToKeep" do.

I'd like to make assumptions but the description "Autosave Every X Minutes (0 to disable)" does not seem to match the title. My first impression that it keeps 2 saves before overwriting the previous hence the "2" setting. Just wanted to verify this.

Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rockermonkey on 2009 August 28, 03:05:22
Where can I find the traits?  ;D

They don't show up in the section for traits in CAS...



EDIT: Dang, I am stupid. Never mind, found it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kimmyfrmtx on 2009 August 28, 03:33:47
Hi,

Just wanted to ask what does the setting "AutoSavesToKeep" do.

I'd like to make assumptions but the description "Autosave Every X Minutes (0 to disable)" does not seem to match the title. My first impression that it keeps 2 saves before overwriting the previous hence the "2" setting. Just wanted to verify this.

Thanks.

AutoSaves = how many saves to you want to keep

AutoSave Every x minutes = how often to you want it to save?  every 20 minutes?  Hour?

RockerMonkey = that question is answered several times a day hour.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 28, 03:52:49
AutosavesToKeep selects how high the autosave number will go to. So if you select AutosavesToKeep as 2, the game will actually keep 4 autosaves. Autosave0, autosave1, autosave0.backup, autosave1.backup, although only 2 will be loadable outright.

Autosaveinterval controls how many real-minutes seperate an autosave. If your game is paused or in build mode at the time, the autosave will occur after you unpause.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Steele on 2009 August 28, 05:36:17
Pescado & kimmyfrmtx,

Thanks very much for the clarification.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RavenKay on 2009 August 28, 15:15:07
I noticed the section in the Auto Config for the names. What is this? Thank you in advance for info.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2009 August 28, 16:01:48
I noticed the section in the Auto Config for the names. What is this? Thank you in advance for info.

As far as I've been able to gather(being un-awesome and all). The new config setting is for those people that want to replace the default EA name files in the game with files that make sense. I have a mod that is supposed to change the names but I still ended up with a guy named Courtney so I'm not totally sure that it works.

At this point I am "Cool, now tell me where to get the STBL files and what the hell to do with them to fix the name thing." Otherwise I've got nothing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2009 August 28, 17:15:28
I noticed the section in the Auto Config for the names. What is this? Thank you in advance for info.
I have a mod that is supposed to change the names but I still ended up with a guy named Courtney so I'm not totally sure that it works.

Courtney can be either male or female. It's one of many names that were simply surnames, occasionally given to boys in honor of their mothers' maiden names, and then became "trendy" as female names in the 1960's and '70's.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ediblebodyparts on 2009 August 28, 18:38:01
I am also curious about how to enter the name files in the Auto Config. I made my own replacements, but am not entirely sure how to add them in to AwesomeMod. In other words, I do not understand what the Auto Config is asking for. Also, I have all 3 (male/female/last names) combined into one STBL so I was wondering if I needed to change that. If anyone could help, that would be great. Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 August 28, 19:39:29
From what I know, All it adds is a fix to babies being born with duplicate names as stated. I doubt he's editing the names himself but just editing the function of it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chann on 2009 August 29, 00:01:16
The space in the config is for you to enter a key or String ID. Whatever you enter will be the "prefix" that AM will use to load the names. For instance if you enter a generator key like "MyNames" in the MaleNameGeneratorKey box in the config the game will use the names with a key of "MyNames/MaleName:Name#" in the STBL (hashed, of course).

I am also curious about how to enter the name files in the Auto Config. I made my own replacements, but am not entirely sure how to add them in to AwesomeMod. In other words, I do not understand what the Auto Config is asking for. Also, I have all 3 (male/female/last names) combined into one STBL so I was wondering if I needed to change that. If anyone could help, that would be great. Thanks!

I'm sure they would work as one STBL as long as the different names were set to the appropriate keys.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ediblebodyparts on 2009 August 29, 00:50:12
The space in the config is for you to enter a key or String ID. Whatever you enter will be the "prefix" that AM will use to load the names. For instance if you enter a generator key like "MyNames" in the MaleNameGeneratorKey box in the config the game will use the names with a key of "MyNames/MaleName:Name#" in the STBL (hashed, of course).

I'm sorry, but I still don't understand. I had made a new names mod based on steps provided by another person. I turned the STBL to a .package (again following the directions) and was using it successfully in my game, however, with this addition to AwesomeMod, it seemed like I should integrate it. I honestly don't know much about modding, and this names mod was my first attempt. If the .package file will still work, I would like to use that. However if it won't, could someone please provide additional steps/clarification? I would genuinely like to understand this process better.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chann on 2009 August 29, 00:55:50
This isn't really the place to be explaining the whole process. I recommend you try Tiger's STBL editor (http://www.modthesims.info/showthread.php?t=362186) on MTS. You should be able to open the STBL in that. All you need to do is change the keys so they follow the pattern I mentioned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ediblebodyparts on 2009 August 29, 01:22:03
Thank you for the help.

Just realized that it was probably your directions that I followed from you making your own Better Names mod over at MTS... could be wrong, but if I'm right, thanks again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 29, 06:37:10
The space in the config is for you to enter a key or String ID. Whatever you enter will be the "prefix" that AM will use to load the names. For instance if you enter a generator key like "MyNames" in the MaleNameGeneratorKey box in the config the game will use the names with a key of "MyNames/MaleName:Name#" in the STBL (hashed, of course).
That is correct. The male/female/lastname "keys" may all be the same, or they may all be different, if you happen to be using, at any given time, sets constructed seperately or from different sources. The "default" EA set is "Gameplay/SimNames" for all 3, so those would be using "Gameplay/SimNames/MaleName:Name#", "Gameplay/SimNames/FemaleName:Name#", etc. You can build a namelist using any of the available STBL builders, or I will, at some point when I get around to it, create a simple crappy DOS utility to convert a simple NOTEPAD list into a nametable.

I am also curious about how to enter the name files in the Auto Config. I made my own replacements, but am not entirely sure how to add them in to AwesomeMod. In other words, I do not understand what the Auto Config is asking for.
The AutoConfig is simply asking you to input the core names. If you overrode and replaced the original EA STBL to generate yours, then this method is useless to you. But if you created a new STBL of, say, "EdibleNames/MaleName:Name#", "EdibleNames/FemaleName:Name#", then you would fill in "EdibleNames" (case insensitive) into the entry.

Also, I have all 3 (male/female/last names) combined into one STBL so I was wondering if I needed to change that. If anyone could help, that would be great. Thanks!
Nope, not a problem. The actual distribution of the STBLs is transparent to the engine, so it doesn't matter whether you made each individual name its own STBL, jammed them into the same STBL, or are even using some really WEIRD thing. In fact, the default value of "Gameplay/SimNames" for the standard EAxian names already is in a single STBL.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 30, 00:10:39
I've been thinking about using Supreme Commander, but have a few questions:

1) Does the "Random Crap" option give you EA autonomy after "Power Idle" OR "Critical Only"?

2) Do the "Work & School" and other skill options take effect immediately OR after "Power Idle/Critical Only" tasks are done?

Edit:

3) Also, if I choose a skill option, does that mean that the sim will not do anything other than work on that one skill?  Same for Work and School?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 August 30, 00:58:51
I've been thinking about using Supreme Commander, but have a few questions:

1) Does the "Random Crap" option give you EA autonomy after "Power Idle" OR "Critical Only"?

2) Do the "Work & School" and other skill options take effect immediately OR after "Power Idle/Critical Only" tasks are done?

Edit:

3) Also, if I choose a skill option, does that mean that the sim will not do anything other than work on that one skill?  Same for Work and School?
1)Don't know/care

2)Same as above

3)I think they do that and take care of their basic motives so they'll play guitar all day,do homework  then eat,shit,shower,and sleep


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 30, 02:28:00
1) Does the "Random Crap" option give you EA autonomy after "Power Idle" OR "Critical Only"?
2) Do the "Work & School" and other skill options take effect immediately OR after "Power Idle/Critical Only" tasks are done?
3) Also, if I choose a skill option, does that mean that the sim will not do anything other than work on that one skill?  Same for Work and School?
All Supreme Commander tasks other than Critical Only will maintain all motives in addition to doing the assigned task. Random Only, therefore, will make sure your sim's motives are adequately green before running an EAxian autonomy pass, meaning they will make sure everything is taken care of before they do some random thing. The entire point of the Supreme Commander tasks is that you can order a high-level directive without concerning yourself with the tiresome minutiae of making them eat, sleep, and pee: They handle that automatically and then return to doing what it is you told them to do rather than stopping and whining.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 30, 05:25:55
I am now using Supreme Commander for all 89 sims in my neighbourhood, and I am getting serious lagging.  Sims will stop in mid-stride, and stay frozen for 10 minutes; then walk for 10, and freeze again for 10.  Nick Alto was standing at his front door. Vita was with him.  This was 7:01 am.  Nick had to pee, while Vita made herself some juice to drink.  Nick finished using the toilet at 8:30.  So I sent him to work (for 8:00), and it was Vita's turn to pee.  Eventually my game crashed - just as Nick's car stopped in front of Doo Peas.  My game has never ever crashed on me before - this must be some serious lag.

I suppose it's not meant to be used on 89 sims?  Is there a way around this, or do I have to accept that it can only be used on a small fraction of my neighbourhood at a time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 30, 05:31:20
No, it's definitely not meant to run on 90 sims at once. Not unless you have MOAR COMPUTAR!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alatien on 2009 August 30, 15:38:04
OK, I'm being more unawesome than ever, I usually manage to solve stuff by searching, but I don't know what to search for anymore. I keep coming up blank. I've just got a new computer, with Vista 64-bit. My game is working fine, the latest patch fine... so I tried installing the framework using Delphy's installer and then added Awesomemod and deleted the scriptcache, but the game just ignores the mod, as if it's not even there, what the heck am I doing wrong? I read through several threads on issues, but everyone seems to have got it to work at least!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 August 30, 15:51:55
@Alatien: In the first place, I believe that the Install Monkey includes the Install Framework so you do not need both. I believe the instructions on the AM download page say to use the Framework OR use Delphy's installer. And what do you mean when you say you "added awesomemod"? Did you just double click on the file? Did you get a message saying it installed successfully?

If it didn't, and you want to know how to install AM manually, see the Access Denied thread that I just responded to, since it explains where to put the AM file on computers using Vista if you can't get the Install Monkey to do it's thing. I have 32 bit not 64 but I don't think this will affect the file structure; someone more awesome than me might be able to help if it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2009 August 30, 16:21:50
or I will, at some point when I get around to it, create a simple crappy DOS utility to convert a simple NOTEPAD list into a nametable.

Chann already has a utility to convert a simple comma delimited csv file to a string table or vice versa:

http://www.modthesims.info/showthread.php?t=360093


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 30, 16:46:53
Can anyone else confirm that disabling TrackAllMovingCars on the aweconf screen doesn't work?
The icons still show up in hood view.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 30, 17:27:05
Can anyone else confirm that disabling TrackAllMovingCars on the aweconf screen doesn't work?
The icons still show up in hood view.
It works. Track All Moving Cars off doesn't mean that cars WON'T be tracked: Any stray vehicles, or vehicles containing sims you are tracking, will still appear on radar. If you're getting large numbers of erroneously tracked cars, something weird is going on. Check to make sure those cars are, in fact, moving. Sometimes the tracker will pulse at a time when the car has spawned, but has no occupant, and thus is detected as being a derelict vehicle. This tends to clean up again when the vehicle moves. Enhancements to the identification of vehicles will be forthcoming in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 30, 17:56:14
Can anyone else confirm that disabling TrackAllMovingCars on the aweconf screen doesn't work?
The icons still show up in hood view.
It works. Track All Moving Cars off doesn't mean that cars WON'T be tracked: Any stray vehicles, or vehicles containing sims you are tracking, will still appear on radar.
Okay, I see. Is there a way to disable  all  car icons, or plans to disable this?
I say this because some vehicles are decorative, and certainly do not need icons
Alternatively, a way to disable SC for the same purpose?
As per the pictures in the new bug thread, without the ability to disable icons, decorative vehicles have become a messy no-no.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: chann on 2009 August 31, 00:46:16
or I will, at some point when I get around to it, create a simple crappy DOS utility to convert a simple NOTEPAD list into a nametable.

Chann already has a utility to convert a simple comma delimited csv file to a string table or vice versa:

http://www.modthesims.info/showthread.php?t=360093

The problem is it doesn't work with raw alphanumeric keys yet, so any new (non-default) keys have to be hashed individually. I will look into updating it when I have the time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 31, 05:06:26
I cancelled the Supreme commander action for a few of my sims, and now I can't get it back.  What do I do? ???  (After I found out I couldn't use it on too many sims at once, I decided to cut back, but it's not going so well.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShmapnShmazz on 2009 August 31, 08:55:26
No real problems so far, but right when I installed it I started to notice this green arrow and I wanted to know if Awesomemod is the cause. It's not really a big deal.

(http://i29.tinypic.com/1zn3jg9.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 August 31, 08:59:56
No, that is the build mode drag arrow. Also, you suck as a builder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simsample on 2009 August 31, 09:04:52
That green arrow has been showing up for me in live mode at random times since the 1.3 patch (vanilla game). If you go into buy mode and back into live mode it gets rid of that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShmapnShmazz on 2009 August 31, 09:10:54
Oh, okay, but its showing up in live mode which is annoying. Also, this is one of the riverview houses. I didn't build it. This guy is one of my "I'm not aloud to cheat" guys.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 August 31, 18:34:46
I need help!  I seem to have lost my Supreme Commander functioning.  The sims I am currently using it on still have it, but once I remove Supreme Commander from a sim, it is no longer available to that sim.  Isn't it normally under Ctrl-click?  All I'm getting now with Ctrl-click is "change outfit".  Is there a known solution to this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 31, 18:50:50
Supreme Commander declared "mostly safe", or at least not worse than everything, and radar/command options now publicly available

OK, anyone know how to find these options to turn the purple radars off?

I've tried the wikka, the rtfm, and I even typed in radar off, only for the cheat console to deny me   with a error message of some sort ;D >:(

Or is there another way to switch supreme commander off completely?
I just need those radars to go away like the good old days...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kimmyfrmtx on 2009 August 31, 19:02:55
The purple is for abandon vehicles, I have not seen a way to turn it off.  It is there for your protection since those vehicles seem to cause problems if not removed.  Try typing towderelicts in the cheat window to remove them.  Try searching on purple, there are mentions of it all over the place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 31, 19:30:35
The purple is for abandon vehicles, I have not seen a way to turn it off.  It is there for your protection since those vehicles seem to cause problems if not removed.  Try typing towderelicts in the cheat window to remove them.  Try searching on purple, there are mentions of it all over the place.
They are decorative vehicles, they are supposed to be there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Cocomama on 2009 August 31, 20:44:27
If you want decorative cars, you will need to make an new decorative meshobject that looks like a car.

To get rid of all the purple vehicle icons you also can use the fixall command in Edit Town view, that worked great in my game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2009 August 31, 22:07:47
Its ok I got round it by placing parking strips.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 August 31, 22:20:55
I just got a new hard drive and I had to reload everything onto my computer, including TS3. I had the older version of AM that someone posted on here because the newer one caused my game to crash when I loaded a lot. I can't find the older version anymore. I went back to the post, but the older version isn't on there anymore. Could someone post a link to it or tell me how to stop my game from crashing?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 01, 05:04:59
Just want to say a BIG thanks to all who are working on AM's Storymode... as today, it threw me a cool surprise when my celebrity sim, Zac Efron, who is set-up to be one of RV's hottest bachelors with Flirty, Charismatic, Great Kisser, Friendly, and a few other traits but NOT Hopeless Romantic, Family Oriented or Commitment Issues... asked an EAxis woman to "Break Up" with her hubby autonomously... very N.I.C.E. !  And not what I really wanted him to be doing but if he ends up asking every woman he woohoos with to do this everytime, my 'hood should have a lot of broken hearted husbands which could be really funny !   ;D

Great job so far everyone and can't wait to see what will happen in the future of the game w/more development and elements added...  Brava !   8)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 01, 05:45:19
I am pretty sure you are imagining that, because that action is very firmly flagged non-autonomous.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 01, 05:49:53
I've got a few questions of my own, apologies if they have already been asked before, but I haven't found exactly what I was looking for through search.

How come children still have a maximum of 3 traits even when using the "addtrait" function? Wasn't the purpose of this function to override the limit?

And about Awesome story progression:
-Does the frequency of story events scale with the lifespan you choose for your Sims?
-What measures does Awesomemod have in place for reducing the population? My neighborhood is having alot of pollinations so the population is getting so huge that it's starting to slow down my game. Of course I could just evict a few families, but I'm wondering how this functions from the bottom-up idea.
-Is there anything that causes new families to move in? (I already know the homeless families can buy a house if they get enough money, but I'm talking about families generated by the game or imported from the bin). If so, what are the specific conditions/causes?
-So with all of this information, would it be viable to start a neighborhood with only about 5 or 6 families and have it grow from there, or will new families never move in and everyone will be forced to be inbreeders?

Edit: Searched a bit more and got a partial answer. Still not completely satisfied though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 01, 06:03:35
How come children still have a maximum of 3 traits even when using the "addtrait" function? Wasn't the purpose of this function to override the limit?
The reason non-adults have this limit is because if you exceed it, the interface breaks when they age up and are allowed to pick another trait.

And about Awesome story progression:
-Does the frequency of story events scale with the lifespan you choose for your Sims?
No. The frequency of events is fixed, but as the age of sims is not fixed, but as there are no "magic" events, the storymode sims cannot outrun your own sims this way, and will simply deplete the event pool and go into a sort of passive mode until something can happen again.

-What measures does Awesomemod have in place for reducing the population? My neighborhood is having alot of pollinations so the population is getting so huge that it's starting to slow down my game. Of course I could just evict a few families, but I'm wondering how this functions from the bottom-up idea.
CRTL-Shift-C, type "therapture".

-Is there anything that causes new families to move in? (I already know the homeless families can buy a house if they get enough money, but I'm talking about families generated by the game or imported from the bin). If so, what are the specific conditions/causes?
AwesomeMod does not presently include any mechanism to force the neighborhood to populate itself. However, the EA job system will automatically generate sims to fill coworker and boss positions when you request them, and these sims will then join the neighborhood population.

-So with all of this information, would it be viable to start a neighborhood with only about 5 or 6 families and have it grow from there, or will new families never move in and everyone will be forced to be inbreeders?
AwesomeMod isn't really intended to generate neighborhood populations ex nihilo. It isn't even designed to maintain stability. It is designed to make sims live out a basic semblance of life that is coherent and matches their actual desires and goals. If these goals ultimately prove detrimental to the long-term survival of the community, that's just too bad for the community. In real life, towns die out all the time. If you start out with a wiped out town already, which is not a normal state of gameplay, you are going to be expected to manually populate the town yourself if you want to see action taking off. That *IS* why you wiped out the town, yes? We may look into the concept of an autopopulator at a later date, so users can generate a random prepopulated town on the spot, but without the ability to determine exactly HOW MANY sims a given computer can handle, it would be unwise to intentionally choke a low-spec player's computer to the point of unplayability just to populate the town to some arbitrary level.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 01, 06:05:18
I am pretty sure you are imagining that, because that action is very firmly flagged non-autonomous.

Well, that may be and I don't doubt you but I am very careful in clicking on social interaction trees and I am certain that I did not initiate this action... and that's why it was such a surprise.  But w/e it's all good and a LOT of fun!   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShmapnShmazz on 2009 September 01, 06:12:39
I just got a new hard drive and I had to reload everything onto my computer, including TS3. I had the older version of AM that someone posted on here because the newer one caused my game to crash when I loaded a lot. I can't find the older version anymore. I went back to the post, but the older version isn't on there anymore. Could someone post a link to it or tell me how to stop my game from crashing?
All your questions are answered here. (http://www.moreawesomethanyou.com/smf/index.php/board,31.0.html)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 September 01, 16:42:32
I couldn't find an older version, but my game stopped crashing. I deleted the AwesomeMod from my mods/packages folder so I could play the game, and it works now, but the AwesomeMod is still installed. Obviously this isn't a problem because I can play and I still have AM, but I was just wondering why that is. If I really did want to uninstall the AM, how would I do it? I installed with the Helper Monkey, so would I have to delete it from the program files?

Also, this may be an extremely stupid question, but I am confused about something. On the AM story mode features, it says, "This feature will do nothing if you do not have the ISM driver installed."
What is the ISM driver? I guessed that it is the Indie-Stone Mod, but that doesn't work with the newest patches and I don't have it. Does that mean that none of the story mode features work on my game at all?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 September 02, 01:47:01
To uninstall AM, you delete the Awesomemod.package and the Aweconfig.package from your Program Files/Electronic Arts/The Sims 3/Mods/Packages folder. If you did that, and it's still in your game, then it's installed elsewhere in your Mods/Packages folder as well. The Monkey Installer makes additional folders in the Package folder, check those.

Quote
On the AM story mode features, it says, "This feature will do nothing if you do not have the ISM driver installed."

If you have ISM installed in your game, then you would enable this to use ISM. If you don't have ISM, then having it enabled does nothing. You can use Awesome Story Mode by enabling it right above the ISM on the config page. Awesome Story Mode is included in AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 September 02, 11:02:10
Can I just confirm that under AM story mode, when Sims move house they buy the most expensive house they can afford that fits their needs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 September 02, 14:54:53
So without ISM installed, none of the story mode features will work? Because that's what it says here: http://alpha.moreawesomethanyou.com/ts3/awesome/rtfm.txt

For example, on the EA story mode features:
6.  No One Gets Out Alive [Optional - Default: Enabled]
     Sim households are not permitted to simply "move out" of the neighborhood,
     destroying the sims you probably created at random.

will this still work if I don't have ISM?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 02, 14:57:07
Those features control EA story mode. EA storymode is used if you are not using any other storymode drivers, such as ISM or the optional story driver included in AwesomeMod. Because EA storymode is made of fail, no quality assurance will be provided if it constantly does stupid shit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 September 02, 18:23:37
Thank you, and you're right. EA story mode is made of fail. People keep moving even after I disabled story mode!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 02, 18:34:54
Okay I'm going to risk being sent to Retardo Land which is where I thought of posting this but was afraid no one would answer.

I have decided to try using Awesome Story Mode but have a few questions.

1. What exactly does "nuke" do? Kill everyone? Clear junk?

2. Is there anywhere that explains how Supreme Commander works?

3. What does therapture do exactly?

I have searched for these and found many discussions about them but no real explanation or answer. I appreciate any "awesome" help I can get. :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 02, 19:29:28
Did you play TS2? It's Macrotastics.

Yes I have played all the Sim games but I never used (nor heard of) Macrotastics. I guess I understand what it will do. Is it true what I read that if you turn SC on, it can't be turned off?

delete every single Sim except the ones marked as chosen.

Is chosen the same as sacred?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 September 02, 20:21:06
Is there a way to enable romantic interactions between fambly members?

You see, I'm usually not a supporter of incest, but when I first found that the Broke fambly had carried over to The Sims 3 and that there were cousins, I thought that it would be all too appropriate for Ruby and Trigger to have a child and be forced into a shotgun wedding, ultimately fulfilling their trailer trash destiny.

Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 September 02, 20:34:39
Is there a way to enable romantic interactions between fambly members?

You see, I'm usually not a supporter of incest, but when I first found that the Broke fambly had carried over to The Sims 3 and that there were cousins, I thought that it would be all too appropriate for Ruby and Trigger to have a child and be forced into a shotgun wedding, ultimately fulfilling their trailer trash destiny.

Thanks!
Sexy sims 2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 September 03, 04:36:06
Is there a way to enable romantic interactions between fambly members?

You see, I'm usually not a supporter of incest, but when I first found that the Broke fambly had carried over to The Sims 3 and that there were cousins, I thought that it would be all too appropriate for Ruby and Trigger to have a child and be forced into a shotgun wedding, ultimately fulfilling their trailer trash destiny.

Thanks!
Sexy sims 2.

Is there a way to do this with AwesomeMod, I mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rosehrt on 2009 September 03, 07:47:02
Just want to say a BIG thanks to all who are working on AM's Storymode... as today, it threw me a cool surprise when my celebrity sim, Zac Efron, who is set-up to be one of RV's hottest bachelors with Flirty, Charismatic, Great Kisser, Friendly, and a few other traits but NOT Hopeless Romantic, Family Oriented or Commitment Issues... asked an EAxis woman to "Break Up" with her hubby autonomously... very N.I.C.E. !  And not what I really wanted him to be doing but if he ends up asking every woman he woohoos with to do this everytime, my 'hood should have a lot of broken hearted husbands which could be really funny !   ;D

Great job so far everyone and can't wait to see what will happen in the future of the game w/more development and elements added...  Brava !   8)

That's kind of strange that your Flirty sim flirts are being accepted by other sims who have partners. Ever since taking out Indie Stone Story Progression Mod and turning on awesomemod story mod my Flirty sims have had no success in partner stealing even at 100% friendship. And this is a new hood, that I have never used Indie Stone on. The only success they have had in partner stealing is with sims that have the flirty trait, and before turning on awesomemod story mod my flirty sims where able to partner steal any sim they had at 100% friendship. I was very disappointed with this, because it took all the fun and drama away. And it was fun to breakup sims and see who story mod would pair them up with. Plus it would mess up the gene pool a bit. Sims born in the game with the same parents look so much alike.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 03, 08:06:33
Hey Rosehrt,

Well you are correct in your thinking on this and I had to "force" my married sim women to "get busy" with her flirty younger guy by first making them "Best Friends" and then having her initiate all the romantic actions until the bigger interactions finally appeared in the Romance social interaction tree... like "First Kiss" and then on to making out and the finale, woohooing !   :D

The expressions on her face were really comical as she looked very confused and aghast at what she was doing and saying to her intended lover...  I  should have taken some screenies because it was classic...  Anywayz, you will have to force it if you want anything to happen between a married sim w/Family Oriented and a Flirty Single sim... but the results are totally worth it...  Good Luck !   ;)   8)

Edit: The younger guy is Zac Efron so it will be fun to see what his kid looks like w/a CAS woman...   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2009 September 03, 08:54:11
After the first generation I found my town slowly dying, not having kids, getting married or getting jobs. The only new sims created were co-workers and bosses who spawned when an active sim gets a new job. And most of them, don't even bother moving into a house in town.

Then I decided to enable awesome story mode, and thanks, everything is progressing again.

But what's the age setting should I use with awesome story mode? Or will the events scale according my game settings?

I also noticed a problem with Supreme commander with story mode enabled, when a NPC are going to skill, in a fresh neighborhood, I have zero lag when this event occur, but in my old save, everytime this message pops up my game freeze for like 2~5 seconds. I had all the debug options enabled but I have no clue why this is happening. I followed one of this NPCs going to skill, and they seen to do their job, the only odd thing I've noticed is when they go trough all the town just to take a shower, instead just washing themselves in their homes, or whereever they're skilling.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alek on 2009 September 03, 19:45:44
What effect does the stupid trait have?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Process Denied on 2009 September 03, 20:21:50
What I experienced with my computer is that the more Sims that I have on SC, the slower my game runs.  I don't think that there is anything wrong with the mod.  I just think that instead of the Sim standing still (like they would be doing otherwise), they are running around accomplishing.  I tend to have the families take turns with SC.  It did help a lot to lower my grahic options.  The game installed everything on high and it took a while to think to check them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 September 03, 22:03:31
In England marriage between cousins isn't considered incest.  Though it's still too close for a lot of people's comfort.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 September 04, 03:21:13
In England marriage between cousins isn't considered incest.  Though it's still too close for a lot of people's comfort.
Well, I mean that the creators of the game consider it incest as it is not allowed in the game. After looking it up, apparently it's legal in about 1/2 of the U.S., and 1/2 not. That's wierd.

Anyway, I ended up using AwesomeMod to cheat them married and cheat them pregnant, but they still can't kiss or anything, as they view each other as both cousins and spouses. Is there a way to get them to "forget" that they're cousins without messing up their fambly tree?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 04, 07:40:14
In England marriage between cousins isn't considered incest.  Though it's still too close for a lot of people's comfort.

In addition, if two first cousins end up marrying and having kids then the "Stupid" trait will most likely appear in one or more of the chilluns...   ;)   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Process Denied on 2009 September 04, 16:09:57
That was very interesting Jordi.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simwit on 2009 September 04, 16:54:18
Muslims are now trying to find out where jordi lives.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 September 04, 16:59:02
Just want to say a BIG thanks to all who are working on AM's Storymode... as today, it threw me a cool surprise when my celebrity sim, Zac Efron, who is set-up to be one of RV's hottest bachelors with Flirty, Charismatic, Great Kisser, Friendly, and a few other traits but NOT Hopeless Romantic, Family Oriented or Commitment Issues... asked an EAxis woman to "Break Up" with her hubby autonomously... very N.I.C.E. !  And not what I really wanted him to be doing but if he ends up asking every woman he woohoos with to do this everytime, my 'hood should have a lot of broken hearted husbands which could be really funny !   ;D

Great job so far everyone and can't wait to see what will happen in the future of the game w/more development and elements added...  Brava !   8)

That's kind of strange that your Flirty sim flirts are being accepted by other sims who have partners. Ever since taking out Indie Stone Story Progression Mod and turning on awesomemod story mod my Flirty sims have had no success in partner stealing even at 100% friendship. And this is a new hood, that I have never used Indie Stone on. The only success they have had in partner stealing is with sims that have the flirty trait, and before turning on awesomemod story mod my flirty sims where able to partner steal any sim they had at 100% friendship. I was very disappointed with this, because it took all the fun and drama away. And it was fun to breakup sims and see who story mod would pair them up with. Plus it would mess up the gene pool a bit. Sims born in the game with the same parents look so much alike.
 

I use Aweindie and the flirty sims always find success with the married sims, it goes no further than a flirt but it seems to be accepted by all the females whether they are family orientated or not.  The Hopeless Romantic sims have equal success as there is hardly a difference between Flirty and HR as far as I can see.  Never seen an autonomous break up request.

The Indie matching of partners is totally random, I have tested this a lot.  I have seen sims paired together who are totally unsuitable and others ignored that were made for each other and I mean that literally because I made them and set them in different houses and watched.  I even set some with the same five traits but none were paired which was disappointing.  I suppose the modding was hard enough without adding extra bits to make sure they were suitable or not.  I have also experienced many May to December matchings even though none of the sims had the LTW of Gold Digger or similar.  I used to have a laugh about who was going to end up with who but in the same hood re-run it changes so there is no programming to set who matches with whom.

Nevertheless the AweIndie is great to use and I love it.

Kind regards



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lefty on 2009 September 04, 19:11:21
(http://img524.imageshack.us/img524/2769/70904839.jpg) (http://img524.imageshack.us/i/70904839.jpg/)

I'm confused as to what awesomemod is insinuating, that is the correct time/date for where I live.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crmelsimlover on 2009 September 04, 19:19:30
It is 'insinuating' that there is a new build and that you must update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lefty on 2009 September 04, 20:02:59
It is 'insinuating' that there is a new build and that you must update.
I downloaded the newest one directly before playing. And yes, I replaced the old one with the newest build.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 04, 20:51:38
See also the famous 'Blue Fugates' of Kentucky, and related stories from West Virginia in the US.

Very nice bit of info Jordi, and I'm just sure I can hear the crickets and banjo playing right about now...   :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twoftmama on 2009 September 04, 21:35:10
Quote
Fixed Motive-Autosatisfy offsets.

Does this mean non-active sims motives will be refreshed like they are supposed to be?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ray on 2009 September 05, 00:17:31
My game stopped at the beginning of load screen.= =

The version is 1.4.6. I try to remove all other packages but it doesn't work.

Without awesome mod or without any mods, it's just fine.

= =

My system is Vista Home x64. I don't know if awesome mod works in old game versions... But I'm pretty sure it used to doing well with other mods in my old PC which is XP system...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: unstuck on 2009 September 05, 01:14:56
Actually, there is virtually no scientific basis for banning cousin marriage. The chance of congenital defects is less than 2%, which is not significantly higher than the chance of a congenital defect occurring in a union of two people who are more distantly related (as in the case of someone marrying a girl from the same town).
The only cases where cousin marriage becomes problematic is if there is a long history of interbreeding, as historically occurred among the European royalty (the Hapsburg lip, culminating the in the absolutely retarded Charles II of Spain, and the mentally challenged Ferdinand of Austria); and now occurs mainly among Muslim immigrants in Europe (as they tend to marry their cousins generations over and over, to bring in entire villages to the West through "family reunion". Most births with Down syndrome are now in islamic families, and there are studies which blame the extreme aggression and high criminality rates among muslims on the inherited mental retardation which was already present in the home countries [most immigrants come from developmentally backwards areas -- even for those countries -- like the Rif mountains in Northern Africa or the Kurd areas of Turkey, where marriage has traditionally been confined to inside the same village for hundreds of years], but through three/four generations of immigrant incest has increased this even further). See also the famous 'Blue Fugates' of Kentucky, and related stories from West Virginia in the US.

The ban on cousin marriage is mostly an American social stigma which was inherited from the Puritans. As TS3 is an American game though...


I can confirm that the stigma is very present in South America, far removed from the American Puritans.  I had SECOND cousins in South America that were dating and it was considered quite scanderlous...


Interestingly, even SIBLINGS procreating, or a parent and child,  have a very low chance of producing spawn with congenital defects.  But the incidence of course increases in even fewer generations than with cousins. 

ANYWAY............ I don't want MY sims to bang their cousins.  I dunno.  Sounds messy.  Aunt/Mother-in-law? Egads..



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 05, 06:14:58
Since somebody asked what the "Stupid" trait does.

The deprecated version that was cut before the game was released caused Stupid sims to gain skills in logic, hacking, writing, and handiness at only 30% the speed that normal sims do.
There may be some other effects but this is the only one I can find in the XML files.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 05, 07:49:43
I have two questions for this thread and one that is a bug:

Motive Auto-Satisfaction Curve now offsett ... bla-ba-bla, is it also correcting the problem with the ghosts that wake up totally sleepy and all they want is to find a place to nap?

Don't eject on Reset ... bla-bla-bla - it says "do not change in Config, do it in setconfig instead". What is the correct syntax? I entered the syntax given in showconfig and the console doesn't recognize it.

Bug - I serve food in the Buffet Table, the Hand Of God command cleans it, so it is a very expensive "clean-up". The problem has been around for a while no matter how often I update the AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 05, 08:12:19
Motive Auto-Satisfaction Curve now offsett ... bla-ba-bla, is it also correcting the problem with the ghosts that wake up totally sleepy and all they want is to find a place to nap?
No, although it does provide the means of doing so. The reason ghosts do that is because sims not being actively simulated don't actually have motive decay, they have "motive railroads" that simply raise and lower the motives by time without the sim doing anything. This is why they constantly need to pee anytime they show up anywhere, because of the bladder time points (which don't match any normal process as seen in gameplay), and why your ghosts are always tired: It's the middle of the night, and the energy curve is low then. I can give the ghosts a 12-hour offset so that they become nocturnal and thus avoid this easily.

Don't eject on Reset ... bla-bla-bla - it says "do not change in Config, do it in setconfig instead". What is the correct syntax? I entered the syntax given in showconfig and the console doesn't recognize it.
Well, after some testing, you can basically ignore that advice (I certainly do. :P), and I will remove it in a later version, as it doesn't seem to produce any obvious problems in testing so far.

Bug - I serve food in the Buffet Table, the Hand Of God command cleans it, so it is a very expensive "clean-up". The problem has been around for a while no matter how often I update the AM.
I suspect you will find the missing food items stuffed into your fridge in the leftovers chest. Confirm that this is so, and if it is, in the next version this will no longer happen to food parented(usually meaning "sitting on") to a buffet table.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 05, 08:24:27
Thanks. No, the food from the buffet is nowhere to see. I also thought something on this line but it is not possible to set the food in the fridge, either for myself or for the game, so far I could notice.

I would appreciate anything that can be done to the ghosts. Exactly, they are night active and should behave so.

I'm going to enable the Config thing. I hope it solves some reset problems I have while I'm reorganizing the buildings position in my hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alek on 2009 September 05, 08:26:01
What effect does the stupid trait have?
It makes you ask dumb questions on forums.

Are you trying to be funny?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2009 September 05, 08:47:23
I am having a stoopid moment and need a helpful tip. I can't get the aweconf to work. The mod is working great and I can set my configurations in game fine, but now decided that I would start using the configuration tool instead.

When in game using showconfig I get the default settings. I am not using any other mods, I have no CC, I use the framework (not monkey). I have put the aweconf.package.xml in the same folder as my mod (C:\Games\Electronic Arts\The Sims 3\Mods\Packages). I have updated my mod a couple of minutes ago and generated the config at the same time. (The only thing I have never done since my first installation is reinstall the framework. Not even after patch, that would not have been necessary right?)

/cheers


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: orb on 2009 September 05, 11:30:57
It is 'insinuating' that there is a new build and that you must update.
I downloaded the newest one directly before playing. And yes, I replaced the old one with the newest build.
It only confirms that it sucks and it's not so awesome as you think, because it doesn't know how to read time. It reads local time, and not UTC, as it should.

It isn't really a bug, but Hawaiians and West Coast Americans need to wait to midnight after releasing a new version early in a day, for this message to stop appear.

If it's insinuating something that's the need to move few timezones east.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 05, 14:31:13
Don't Reset on Eject ... bla-bla-bla, is really working and it solved my biggest problem indeed. I can now make modifications on commlots that have vegetables planted on them. Apparently it is not causing any issues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 September 05, 21:13:32
I have put the aweconf.package.xml in the same folder as my mod (C:\Games\Electronic Arts\The Sims 3\Mods\Packages).

This is your problem.  The file is named aweconf.package not aweconf.package.xml.

If you really have the package file, then just rename it.

If, on the other hand, you actually have an XML file, then you need to package it correctly, or else download the correct aweconf.package from the configuration web page.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2009 September 05, 22:30:49
I have put the aweconf.package.xml in the same folder as my mod (C:\Games\Electronic Arts\The Sims 3\Mods\Packages).

If you really have the package file, then just rename it.


I renamed it, it's working. *sheep noice*
How come it saves as an .xml?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 September 06, 05:52:49
Running ASM, timestamp: 01:02:02 2009/09/06

I expected my sim to be promoted to the top of her career when she maxed out her performance at level 9, but it didn't happen.

The background & some relevant details:
- My sim was promoted to level 9 of the criminal (thief) career, Cat Burglar.
- As soon as she got promoted to level 9 the game created a level 10 thief to be her boss.  I'm not sure why this happened, as there isn't a boss metric for this particular career level.
- My sim didn't interact with her boss, but she has the "attractive" bonus and they went to instant friends as soon as the boss was created.
- When my sim's performance was maxed out I expected her to get a promotion, however she got a pay rise instead.  Again I'm not sure why, as I didn't think Master Thief would be a job that is limited to only one position.
- I used Twallan's supercomputer to check that there was only 1 sim working as a Master Thief. 
- The boss is earning §525/hour, which is apparently the base pay for the position (her jobinfo isn't showing any bonuses). 
- My sim's hourly pay is §225 (base) + §33 (the pay rise she just got).

Some questions:
- why was a boss created as soon as my sim hit lvl 9, when there is no boss metric at that career level?  I thought ASM didn't create unnecessary bosses.
- why is Master Thief limited to one position?  I would expect a town to have more than one active criminal who could thieve at that level.
- Am I going to have wait until my sim's pay reaches §525/hour before she can displace the boss and take her place?  At §33 per pay rise, with a pay rise every second working day (assuming she doesn't get arrested on the second working day), and with a 4 day working week, it will take a while before she earns enough to displace the boss.

It seems like the boss was created solely to slow down my sim's run to the top of her career, turning a 3 working day wait for promotion (it would have been two days, but she got arrested on the second day) into a wait of several weeks.  I considered killing off the boss, but I assumed the game would simply create another one to take her place since the game seems to think my sim needs a (pointless) boss.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 06, 06:01:03
I expected my sim to be promoted to the top of her career when she maxed out her performance at level 9, but it didn't happen.
Yeah, well, that sounds like it's working as-is.

The background & some relevant details:
- My sim was promoted to level 9 of the criminal (thief) career, Cat Burglar.
- As soon as she got promoted to level 9 the game created a level 10 thief to be her boss.  I'm not sure why this happened, as there isn't a boss metric for this particular career level.
It likely happened because you did something to trigger a gain in boss-rel. The boss-metric generator will only generate a physical NPC if you do something to earn a reward for boss-rel now, to save on memories and sim-spam.

- When my sim's performance was maxed out I expected her to get a promotion, however she got a pay rise instead.  Again I'm not sure why, as I didn't think Master Thief would be a job that is limited to only one position.
- I used Twallan's supercomputer to check that there was only 1 sim working as a Master Thief. 
- The Master Thief is earning §525/hour, which is apparently the base pay for the position (her jobinfo isn't showing any bonuses). 
- My sim's hourly pay is §225 (base) + §33 (the pay rise she just got).
So you'll get your promotion next time. As for why the Master Thief is presently singular, it's because the various event texts and blurbs strongly imply that your Master Thief occupies some kind of Guildmaster position. To create multiple such opening, construct multiple thieves guilds.

Some questions:
- why was a boss created as soon as the sim hit lvl 9, when there is no boss metric at that career level?
You probably did something to trigger it, such as turning in a quest or picking a tone which granted boss relationship, thus causing you to meet it (which means it needs to be generated now). A random event may also have given you this.

- why is Master Thief limited to one position?  I would expect a town to have more than one active criminal who could thieve at that level.
Based on the events that happen, the Master Thief appears to be the Guildmaster. So obviously, there's one Guildmaster per hall.

- Am I going to have wait until my sim's pay reaches §525/hour before she can displace the boss and take her place?  At §33 per pay rise, with a pay rise every second working day (assuming she doesn't get arrested on the second working day), and with a 4 day working week, it will take a while before she earns enough to displace the boss.
No, you only need to have a bigger pay-rise than the person you're trying to displace. In this case, your opponent has a "0", so at +33, you will displace them at the next session.

It seems like the boss was created solely to slow down my sim's run to the top of her career, turning a 3 working day wait for promotion (it would have been two days, but she got arrested on the second day) into a wait of several weeks.  I considered killing off the boss, but I assumed the game would simply create another one to take her place since the game seems to think my sim needs a (pointless) boss.
You can blame MOTOKI and Co for that. He seems to have felt that the game was not complete unless the superfluous bosses were generatable, even if the career did not explictly require one due to a lack of actual metric. So a compromise solution was implemented in which sim-spam was avoided while one could still be made to appear on request.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 September 06, 06:07:21
Some questions:
- why was a boss created as soon as the sim hit lvl 9, when there is no boss metric at that career level?
You probably did something to trigger it, such as turning in a quest or picking a tone which granted boss relationship, thus causing you to meet it (which means it needs to be generated now). A random event may also have given you this.
My sim has several friendship-based lifetime rewards, including the attractive bonus which made them instant friends.  No quest was involved, and the tone was either working hard or normal.  The only random event was my sim's arrest, which was after the boss was created.

Quote
- Am I going to have wait until my sim's pay reaches §525/hour before she can displace the boss and take her place?  At §33 per pay rise, with a pay rise every second working day (assuming she doesn't get arrested on the second working day), and with a 4 day working week, it will take a while before she earns enough to displace the boss.
No, you only need to have a bigger pay-rise than the person you're trying to displace. In this case, your opponent has a "0", so at +33, you will displace them at the next session.
Good, I was worried that it might be a comparison between hourly rates of pay.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 September 06, 13:25:27
I wasn't sure where to put this.

When my sacred sims have a baby, the house is no longer sacred.  Is that supposed to happen now?  The new baby used to get the "chosen" trait, but doesn't anymore - starting with the AM of maybe a week ago. 

The last few AMs I've downloaded don't set the new baby and I lose the sacred setting on the whole lot, so I have to reset it.

I haven't downloaded the newest one yet today, but I haven't seen this mentioned anywhere, so I thought I'd ask.  And search didn't give me anything relevant.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 September 06, 19:10:32
This post is directed to everyone who uses Supreme Commander on large numbers of sims:  Are you able to play the game without a lot of lag?  I tried turning SC on for all 91 of my sims, and the game lagged (sims taking 2 hours to get from bathroom to work) and then crashed; when I cut it down to 30 sims, there was choppiness and lagging; at 20 sims, it ran smoothly.  But when I tried it on 30 sims once again, it seemed to be working okay.  Maybe it just has to warm up?  I think I am going to try it on 91 sims again to test my theory, but does anyone here have any SC experience to add?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 06, 20:37:02
I've got a quick question about the Jealousy option.

"UseAwesomeJealousy - Don't use EA jealousy code: Must be on to use any other jealousy modes."

Does this turn OFF jealousy, or does it use a special Pescado jealousy routine? If so, what are the features/differences of the Awesome jealousy code as compared with EA's?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GrayDragonfly on 2009 September 06, 23:43:09
Could someone explain exactly what setfitness/setfatness does and how to type it exactly?

I've tried using it on one of my sims using the info from the rtfm ("set[fit|fat]ness [<sim>] <value>: Sets fitness/fatness to -1.0 to 1.0 for current or specified sim.) but I get an unknown command message.

Here's an example of what I typed: setfitness Jane Madison 1.0

I also tried it without the name while clicked on the sim, but I still get the unknown command message. Also, I have the current AM update and I do know it's working, because I can still use editsim and maxmotives. I'm just guessing I'm typing it in wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: janinechloe on 2009 September 07, 01:45:11
Could someone explain exactly what setfitness/setfatness does and how to type it exactly?

I've tried using it on one of my sims using the info from the rtfm ("set[fit|fat]ness [<sim>] <value>: Sets fitness/fatness to -1.0 to 1.0 for current or specified sim.) but I get an unknown command message.

Here's an example of what I typed: setfitness Jane Madison 1.0

I also tried it without the name while clicked on the sim, but I still get the unknown command message. Also, I have the current AM update and I do know it's working, because I can still use editsim and maxmotives. I'm just guessing I'm typing it in wrong.

Have you tried enabling the debugcommands?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GrayDragonfly on 2009 September 07, 15:33:51
Could someone explain exactly what setfitness/setfatness does and how to type it exactly?

I've tried using it on one of my sims using the info from the rtfm ("set[fit|fat]ness [<sim>] <value>: Sets fitness/fatness to -1.0 to 1.0 for current or specified sim.) but I get an unknown command message.

Here's an example of what I typed: setfitness Jane Madison 1.0

I also tried it without the name while clicked on the sim, but I still get the unknown command message. Also, I have the current AM update and I do know it's working, because I can still use editsim and maxmotives. I'm just guessing I'm typing it in wrong.

Have you tried enabling the debugcommands?

Thanks for the suggestion. I enabled the debugcommand but I still get the unknown command message. Like I said before, editsim and maxmotives still work so I know AM is working. :-\ Oh well, it seemed like a cool addition to the mod. Maybe I'll figure it out on my own sometime in the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 07, 18:58:45
Does Awesomestory pollinate gay couples? I peeked in at Parker Langerak and Christopher Steel's house and they somehow conceived a genetic daughter who just aged up to teen. She looks like a tough one!

(http://i573.photobucket.com/albums/ss171/byronh29/Sims/Steelangerak.jpg)

And another question. Are there supposed to be any lesbians? I usually gas most of the male Sims in Sunset Valley when I start a new 'hood, therefore there's usually a 75% starting female population. But I haven't observed any lesbian romances yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 07, 19:20:03
You must initiate homosexual romance before the hood can slide up the Kinsey Scale. In a 'hood where no homosexual flirting has taken place, there will be no gay couples.

Above might be valid for Awesome Storymode only. It is possible the EAxis or IndieStone Storymodes do introduce pre-set homosexual Sims through a move in event.

I'm using Awesomestorymode of course.

I create alot of gay males for my own play but I haven't directed any of the 'hood residents to flirt with each other.

So is that gender specific? Will lesbianism only exist in the neighbourhood after I tell a girl to flirt with another girl (regardless of what I do with the boys)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jolrei on 2009 September 08, 17:39:38
Question:  Do puddings need a TV in order to do cooking skillination using Supreme Commander's skill macro commands?

I instruct my sim to skillinate cooking using SC, and he runs off to his bicycle and heads for the library (I have all books enabled for the library using Awesomemod config).  He gets to the library, but instead of getting a book (cooking texts are there - I checked), he stalls, hops on his bike again and goes to the gym.  He then realizes that he can not skillinate cooking there (although he has a cooking #3 book in his inventory), and hops on his bike and goes back to the library, rinse, repeat.  When he gets too tired, he bikes home to bed, having accomplished nothing.  Is this normal?

In the end I forced him to read the book, but I was hoping for a "fire and forget" method.

I should just mention that I use no "Kewian-based" mods and Awesomemod is the September 6 version (with appropriate new config file added).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 08, 17:55:13
No, you don't need a TV. Alternate methods work and are even preferred. I will look into this problem.


Title: I can't seem to get awesome mod to run...
Post by: Amaira on 2009 September 08, 19:40:25
So I have tried everything.  I followed the directions exactly.  I used Helper Monkey.  I tried removing and redownloading it several times.  All my caches are deleted and I made sure I only had the indiemod installed and not indiemodcore installed.  I deleted the file scriptcache.package.  The only thing I can thing is in my Game/Bin folder I have a gameplay.package, scripts.package, and simcore.package.  Could those be messing with awesomemod?  I thought about just deleting them but I didn't want to do that if I was being an idiot and that would mess everything up.  Any ideas. 

Oh I am running the patch 1.4 if that matters.  I really want to run it but I just can't seem to get it to go.  :'(


Title: Re: I can't seem to get awesome mod to run...
Post by: Annan on 2009 September 08, 19:47:31
I think you need to specify "get it to run". What is it you expect it to do that it isn't?


Title: Re: I can't seem to get awesome mod to run...
Post by: Amaira on 2009 September 08, 19:53:13
It isn't working at all.  I was reading through all the questions that were similar to mine and saw one that had an answer about doing showconfig to make sure awesomemod was running, I tried and nothing.  Not to mention I have tried making a house sacred it doesn't work and the things awesomemod should do (example: keep my seems from standing for over an hour when they are supposed to be doing something) never happens.  So it isn't doing anything just sitting in my mod/packages folder taking up room right now which is really sad.


Title: Re: I can't seem to get awesome mod to run...
Post by: Cocomama on 2009 September 08, 22:06:45
Remove gameplay.package and simcore.package, they both will not work together with AwesomeMod. I am not sure about that scripts.package, move that to your desktop first, you can try put it back in later, if you want.

You better should have searched this site for answers, and post in the Questions/helpfull tips thread.


Title: Re: I can't seem to get awesome mod to run...
Post by: Amaira on 2009 September 08, 22:15:47
Ok sorry about not posting in the question/tips thread.  I did look around though.  There were ones similar to mine but the solutions were all things I had already done or that didn't work.  Example was one almost exactly like mine but a Vista instead of XP.  She downloaded a different version of Monkey and it worked.  I did it, no such luck. 

Thank you.  I will try this and hopefully it will work so I don't have to resort to erasing everything and starting from scratch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 September 09, 05:49:13
I had a slightly similar problem to jolrei's. I sent a sim with low fitness skills - might have been no fitness skills - off to get some fitness. He spent his time between the art gallery - staring at the TV on the plinth, then running back to the gym, then back to the art gallery again. (On SC, of course.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 09, 06:16:30
I can't replicate this in my game. If you have a save where this is happening, send it to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 September 09, 06:58:42
It was several sim days ago now, but if I come across it again I will upload.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 September 09, 10:10:30
I've had that off and on with skilling on SC. I'll try to capture a save when one is doing it. Lately it's been a computer whiz set to skill logic who runs to the computer, stops, runs to the chess table, stops until she cues up something like use bathroom or eat. Funny to watch, annoying to put up with. As soon as I stop trying to get my neighborhood from starving to death I'll get this one.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 September 09, 12:51:06
AM version 9-8-09 11:09am. I sent a sim to collect seeds with Supreme Commander and he raced off to the library, ran up the stairs, and pulled the book "The Point of Pointilism" off the shelves and sat down to read it.

At which point (no pun intended) I clicked on the home button instead.   :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jolrei on 2009 September 09, 13:32:17
I can't replicate this in my game. If you have a save where this is happening, send it to me.

Okay - it happened again in my game last night.  I'll test to make sure it's still happening and will try to send you a save when I next get a chance.

Would conflicting "story modes" be a problem?  I'm using the Awesome story driver but have not turned off the EA story mode.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2009 September 09, 14:30:16
Recently my neighborhood started having a "phantom butts" problem. I use "fixall" and it clears like 12 of them, then after 10 minutes of gameplay I do fixall again and it clears several of them. Evidently they keep popping up continually (what are "phantom butts", anyway?), is this a sign of impending neighborhood implosion?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 09, 16:25:27
AM version 9-8-09 11:09am. I sent a sim to collect seeds with Supreme Commander and he raced off to the library, ran up the stairs, and pulled the book "The Point of Pointilism" off the shelves and sat down to read it.
It's possible the sim's fun level was too low, so it elected to take a break. The point of Supreme Commander is that it micromanages this for you, and you don't need to worry about what it's doing.

Recently my neighborhood started having a "phantom butts" problem. I use "fixall" and it clears like 12 of them, then after 10 minutes of gameplay I do fixall again and it clears several of them. Evidently they keep popping up continually (what are "phantom butts", anyway?), is this a sign of impending neighborhood implosion?
The Phantom Butt is a condition where a chair is registered as in-use by someone who is clearly nowhere near the chair. We're not entirely clear what the consequences of this are or how it happens, but if a sim for some reason is unable to sit in a chair, the Phantom Butt Syndrome may be to blame.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ediblebodyparts on 2009 September 10, 02:58:16
I noticed that the AwesomeMod update includes a fix to romance advancement check. I was wondering what this actually did. I would assume that it checks things for romance advancement (being the bright person I am), however I was wondering what the checks are. I have noticed a lot of my married sims in the neighborhood keep going out for romantic interactions with sims other than their spouse. One was family oriented, but routinely was cheating on his wife, which was kinda funny.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: suldrin on 2009 September 10, 04:02:38
I've hunted for any mention of this, but no dice.

I have Awesomemod installed and no other core mods. I have plenty of affordable housing within the price range for my sims, but whenever they try to relocate I get 'failed executing findhome.' They're in the homeless bin, with ample fundage to move, and they try to move every few sim hours, but no dice. All houses have cribs and there are plenty of homes in their price range. Am I missing something exceedingly obvious?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2009 September 10, 04:08:56
I've hunted for any mention of this, but no dice.

I have Awesomemod installed and no other core mods. I have plenty of affordable housing within the price range for my sims, but whenever they try to relocate I get 'failed executing findhome.' They're in the homeless bin, with ample fundage to move, and they try to move every few sim hours, but no dice. All houses have cribs and there are plenty of homes in their price range. Am I missing something exceedingly obvious?

You've mentioned that your houses have cribs, but you didn't say if there were enough beds.  A homeless family of 5 is going to need a lot with enough beds to sleep 5 sims.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: suldrin on 2009 September 10, 04:46:18
You've mentioned that your houses have cribs, but you didn't say if there were enough beds.  A homeless family of 5 is going to need a lot with enough beds to sleep 5 sims.

I went in and added extra beds to all available houses in the price range and extra cribs, just to be safe, and getting the same thing. But yeah - these are all 1 person and 3 person families, with more beds and cribs than necessary.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 September 10, 08:15:18
I've hunted for any mention of this, but no dice.

I mentioned this a lot recently

Quote
I have Awesomemod installed and no other core mods. I have plenty of affordable housing within the price range for my sims, but whenever they try to relocate I get 'failed executing findhome.' They're in the homeless bin, with ample fundage to move, and they try to move every few sim hours, but no dice. All houses have cribs and there are plenty of homes in their price range. Am I missing something exceedingly obvious?

You have to start a new hood.  That's what I had to do.   You can pack your important sims into a house and stick it in the bin to start your new hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 10, 08:26:34
I went in and added extra beds to all available houses in the price range and extra cribs, just to be safe, and getting the same thing. But yeah - these are all 1 person and 3 person families, with more beds and cribs than necessary.
The ONLY reason that you can get a "Failed Executing" with no other information (Couldn't find house", etc), is if newlot.MoveIn failed to actually move the fambly to the lot. According to the code, this cannot ever actually happen and represents an impossible condition.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 10, 10:08:31
I also got this problem a couple of times. The story is much longer cause it was in my last test where I was playing three overstuffed houses (16 sims). So long I had only the overstuffed houses, the game run more than all right, except that TS3 cannot deal with houses with more than 8 sims at all. It cannot music roll the houses, so I was pleased, but it cannot also do anything else, so everything has to be done manually. Sims do not visit the town often and you get almost a ghost town with some Service NPCs poping up for very briefly. But the hood keeps around 27MB on size though they were 48 sims in, and the saving time never exceeds 30 seconds (40 at the maximum).
Then I decided to open up for move-ins. I had 3 homeless families and placed half a dozen of small houses with enough space for them. I got the messages "Moving X into ..." "Failed to move in X" maybe 20 times before the three homeless moved in. I was playing one of the 3 overstuffed houses and as I cannot impregnate anyone, not even with the Pollinator, I moved them in 3 groups out of the house into some of the free small houses. Then everything went back to "normal". Lots of visitors on town, lots of romances, marriages, all the usual.

AND 20 minutes later, the game became unplayable (3 minutes saving, graphics problem, all the reported mistakes, and on the end, Windows could not shut down either than by the hard way).

Definitively this game is a full crap. The way it is I simply don't have any use for it. The best advantage over TS2 is that you can walk around in a hood. But as well as TS2 you cannot see the other houses, unless you switch houses. In TS2 I could do this without any problem. In TS3 you can do this under hard penalty.
I have no more even fun to build up houses, what for? they are not going to be seen anyway. I catch myself building some squares and throwing some furniture inside it without any discrimination. This is what I call debuff.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 September 11, 06:56:56
I noticed that the AwesomeMod update includes a fix to romance advancement check. I was wondering what this actually did. I would assume that it checks things for romance advancement (being the bright person I am), however I was wondering what the checks are. I have noticed a lot of my married sims in the neighborhood keep going out for romantic interactions with sims other than their spouse. One was family oriented, but routinely was cheating on his wife, which was kinda funny.

I'm curious about this too, since from my understanding the latest AM slows down the development of romantic relationships, and at the moment I don't seem to have any npcs hooking up. I have no babies being born outside the fambly I'm playing and no parthenogenesis, despite having it turned on in my configuration. I have been assuming the latter was due to EA's patch turning it off. Anyway, I guess it doesn't really make a difference for me if AM does slow down romance now since it's nonexistent, but I guess what I need is the opposite... some kind of Sim love potion that affects the whole neighborhood. I'm trying to stick with one fambly and not switch houses but I find that impossible if I want there to be any babies at all.
I dislike installing mods and make AM the one exception, but I am considering trying out a mirror I read about in the dls section that allows you to manage births, I think it was. I'd be happier if there was an AM fix to this, though (hint hint).


Title: Confused on how to use the Awesomod in Sims 3
Post by: Candyliciousx on 2009 September 11, 18:52:25
I have downloaded the Awesomemod in my game and i think it's installed correctly because when i type in showconfig 3 listing pop up and a few other commands work including the addtrait Pedophile and addtrait Pedobait. Although nothing with that has happened i have a teens sim in the same household with three elder male sims and i never get the romantic, or flirty commands when they interact. I am not sure what the deal is with that maybe i am doing something wrong does the female sim have to be a certain age? And i am not sure what the other Awesomemod commands are or how to bring them up i have typed in Known mouse command and Known console command and i get an error saying unknown command:Known. So what am i doing wrong? And how can i find all the commands for the Awsomemod? I want to be able to use all the commands and interactions in the game using the Awesomemod but i do not know what they are and how to configure them do i have to click on the sims? Or do i type in all the commands in the cheats command box  CTRL, SHIFT and C


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Naples on 2009 September 11, 21:54:48
Read more and search MOAR!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Candyliciousx on 2009 September 11, 21:57:07
I have been searching and i ended up at this forum therefore i posted here for help


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kembial on 2009 September 11, 22:10:44
Are you seriously unable to differentiate between what WORDS to TYPE into the console, and what physical BUTTONS you need to press?

I think whoever you required to get these programs installed just doesn't like you, and sent you here to get yourself killed trying to figure out complex things like RTFM on your own.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Girl_Anachronism on 2009 September 11, 22:27:25
I have a very weird problem in my game. I split a Sacred family into two, then moved in non-chosen people into both houses. These people are now chosen, but the original sims in both families do not seem to be aging any more, either when chosen or not chosen.
Does anyone have any suggestions how I can fix this to make them age properly?




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Naples on 2009 September 12, 00:04:57
Seriously?....

edited to add, if you do not know the answer to this, then you have no business using AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 September 12, 10:10:00
I have been searching and i ended up at this forum therefore i posted here for help

Try this: http://wikka.moreawesomethanyou.com/Awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 15, 18:20:04
Can I delete somehow a Lifetime reward?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simulate on 2009 September 16, 00:06:17
Can I drop somehow a Lifetime reward?

Twallan's Super Computer - lets you change Lifetime Wishes. If that was you were refering to?  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 16, 00:28:45
Twallan's Super Computer - lets you change Lifetime Wishes. If that was you were refering to?  :)

No. I would like to delete Lifetime reward what my sim owns. (Fast Metabolism)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2009 September 16, 00:59:33
I'm guessing this is a stupid EA thing, but has anyone else noticed that on the family tree, if a Sim's parents aren't married, or don't live together when they're born, they have no father? I have a sim with no father. And he didn't recognize him as his father when he met him, either. Is there any way you could make it so the sim's father shows up, whether or not the parents are married or live together?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 September 16, 01:38:41
I'm guessing this is a stupid EA thing, but has anyone else noticed that on the family tree, if a Sim's parents aren't married, or don't live together when they're born, they have no father? I have a sim with no father. And he didn't recognize him as his father when he met him, either. Is there any way you could make it so the sim's father shows up, whether or not the parents are married or live together?

Actually, this shouldn't happen. I'm experiencing this too lately, and not just with parents who don't live together or aren't married.

For reference, I'm still using ISM with the AM core, but this has never happened before a couple of days ago (whether parents were unmarried or living together or not), and I've had a lot of kids in my game. (This could be still an issue with ISM of course; I'm switching to AM story mode when I get my computer back, so I guess I'll see if it still happens then.)

Basically, my system is to get family members married with a baby on the way (using regular old "try for baby" interactions) before they move out of the house. All good. Now suddenly, whenever I move them out, a couple of days later a baby is born, but fatherless? I'm having to switch to that household and use the debug interactions so the father can adopt the kid. It's not really a huge deal, but it's a bit of a pain.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2009 September 16, 01:59:02
Hm, now that you mention it, I'm having another problem... One of my sims (married, lives with his wife), originally was the father of his baby. I go back to play them at a later time, she's no longer his daughter?

Oh, also, out of curiosity, how do  you give your sim the pedophile trait? o.o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simsample on 2009 September 16, 08:26:42
I noticed that in the vanilla game, if you make the mother move house whilst pregnant, the baby ends up with no father. Regardless of whether the parents live together or not. Could that be the cause of your single parent children?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2009 September 16, 08:33:12
I noticed that in the vanilla game, if you make the mother move house whilst pregnant, the baby ends up with no father. Regardless of whether the parents live together or not. Could that be the cause of your single parent children?

It could be the cause of one of them--I don't remember if I got her pregnant before or after she moved. The other one it's not. The male sim has lived in the same house his entire life--everyone else either died or moved, so his wife moved in with him. It wasn't of my doing either, so I doubt she was pregnant before she moved in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Inge on 2009 September 16, 08:51:54
New version just gone up this minute.  Includes the marriage renaming fix.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 16, 09:03:39
I noticed that in the vanilla game, if you make the mother move house whilst pregnant, the baby ends up with no father. Regardless of whether the parents live together or not. Could that be the cause of your single parent children?
This has to do with a particularly stupid way that the game records the father. If you do anything to deinstantiate the father while the preganncy is in progress, the information is destroyed. This includes, say, yanking them out in Edit Town. Don't do that. It SHOULD be safe to move IN-GAME, but do not attempt to edit town move them.

As for how to fix it? The SMART thing would have been to link it to the simdescriptor, but EA is stupid. Changing this is tricky and may radically alter how the game records data, rendering saves incompatible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 September 16, 09:23:36
It SHOULD be safe to move IN-GAME, but do not attempt to edit town move them.

Ah! No wonder I've only just noticed. Yeah, 'split household' causes problems, but normal moving out does not. Good to know.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 16, 14:15:22
Can I delete somehow a Lifetime reward?

?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2009 September 16, 15:35:04
Anyone know if the NPCWorkUniformRemovalChance works? Because I set it to 0, and they still change to their everyday outfit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2009 September 16, 15:41:26
Can I delete somehow a Lifetime reward?

?

I think he wants to delete the perks adquired with lifetime points.
Download the NRass Supercomputer, then you can change a Sim traits, where you can also remove/add most lifetime reward perks.
Using "droptrait Slacker" might work too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 16, 20:15:57
I think he wants to delete the perks adquired with lifetime points.
Download the NRass Supercomputer, then you can change a Sim traits, where you can also remove/add most lifetime reward perks.
Using "droptrait Slacker" might work too.

That "he" is me.:)
I asked the question.
I have NRaas Supercomputer but I can't add/remove lifetime rewards. Is it in the newest one?

Edit: I found it. Yes, it's in the newest one. But it says: "Traits \ Clean : Wipes out all traits and lifetime rewards for the specified sim.  Use at your own risk." So that clears all the lifetime rewards and traits..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brokencd on 2009 September 16, 20:43:41
Not that I am pushing, but, when will we be able to make same sex test tube babies?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: byronh on 2009 September 17, 04:10:03
Not that I am pushing, but, when will we be able to make same sex test tube babies?

You already can. Download the NRaas pollinator. Or you can get one of the many same sex pregnancy/try for baby mods (but those aren't compatible with Awesomemod).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 September 17, 04:22:25
Not that I am pushing, but, when will we be able to make same sex test tube babies?

You already can. Download the NRaas pollinator. Or you can get one of the many same sex pregnancy/try for baby mods (but those aren't compatible with Awesomemod).

Yep, from a story-telling perspective, it's not quite as cool as ordering up a genetically legitimate larvae from the science lab, but the NRaas pollinator has allowed my gay couples to keep up with the breeders in popping out spawn. There are also some male maternity meshes (from Cmar) over in the pudding factory you can grab as well, if you don't want your man-mommy to run around without a torso for 3 days.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 17, 06:31:40
Anyone know if the NPCWorkUniformRemovalChance works? Because I set it to 0, and they still change to their everyday outfit.
Will be fixed in next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 17, 16:10:34
How can I change an existing sim's fatness and fitness?
I use Indie Stone, but only that one option seems to don't work anymore.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 18, 07:55:19
Have tested last version(16.09) for 24 hours now and everything is working feilfree. I had a couple of Flagrant Errors but it was my plein fault. I placed Easels in community lots and this can definitively NOT be done. It seems that objects that require intensive inputs/outputs for individual results, cause massive errors in the system. I'm still playing my same half-condemned hood and it is being recovered with actions that could be more considered as voodoos, once I cannot explain them logically by now. Have been receiving some links to some private analysis from different sources and I don't even know how they got to me. It sounded as they consider me as a sort of private programmer, what I'm not, but I'm not so stupid and can understand some of them and in a certain degree, even agree with them.  Everything here is looking like a very bad coding in TS3, what comes to illiterate conclusions that there are memory leaks and it is the only reason for the abnormous saving time we get after some playing. My tests show that there's something wrong with the different aging available. Accidentally I found out that reducing the time Sims are allowed to live (changing to shorter aging) recovers the initial save time of about 35 to 60 seconds. I thought there would be something to do with sims get elder and die and would open some more space for new born sims, but NO, the simple fact of changing the aging lenght reduces dramatically the saving time. It sounds like sims are programmed somehow like insects (be born, reproduce and die) and the shortest they are allowed to live, the best is the game flow. Using long aging seems to be causing a sort of paradox.
So far, for my personal game-play, AM reached already the perfect point. Of course many other players will still get problems that will never affect me (gays reproduction, teens intercourses, masse murders, pedos, etc) and so, I consider the last version as the ideal version for myself. Of course new additions in terms of better game flow will be welcome, but it seems to me that the correction for the problem, me and many others are having, lays simply in EA's better choise of game coders.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 September 18, 09:40:14
I ran my save file through s3rc and it dropped from 54MB to 28MB. Thumbnails were regenerated pretty quickly. Autosave0 kicked in but wasn't any quicker at 4.75 minutes. It is 46.5MB.

I played through a sim day, with some playing and some building. When I held a birthday party, the game froze, so I'll have to reload and try again..


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 18, 11:00:48
So far, as soon as the game start to save at a delay of 3 minutes, I drop the aging lenght to 50 days (normally I play the next higher). For many that wouldn't agree (sims age faster and you get a real bunch of elders) it is a relief that they don't have to die immediately. There's something that puts the game back to normal after some minutes. But this is individual and will depend mainly on how you play. I don't give any more a dam for the sims die or not. I made a library save on my favourite sims where they are all sufficiently skilled and average employed, so that I do not have to start with blank ark all over again. If a sim die, I place it back, that's simple. I just change their names and chase their daughters and sons, to marry them in the family again and reproduce the same genes. It is massive incest, I know. But they don't know, the game either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 18, 11:06:51
I think if you're playing a style that causes a LOT of thumbnails to generate, this will happen. We need to find something to disable the root culprit of long save times, namely, the compression. However, this appears to be below the script modding engine, and thus cannot be done from here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rocky on 2009 September 19, 15:01:54
Hi I have a problem...some days ago I downloaded the Awesome mod and then I configured it using the Configuration Tool; then I put the file in the same folder where Awesome was, but when I start the game it's configured as default and the things that I had enabled (like the TS2 aging) were still disabled!
I can't understand why! I have also erased the files in the folder Documents/EA/TS3...

The Awesomemod works, but my configuration is not there!!

Can someone help me? please..

(I'm sorry for my english, but I'm italian..)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 20, 14:59:42
I think if you're playing a style that causes a LOT of thumbnails to generate, this will happen. We need to find something to disable the root culprit of long save times, namely, the compression. However, this appears to be below the script modding engine, and thus cannot be done from here.

I tried to explain what happens when you drop the the aging lenght, but it seemed unproper in this section so I posted in another section - and reached the main AH board.
Actually the main trouble in TS3 is exactly the long save time, all the other problems are solvable. I have been playing a completely comdemned hood for very long and it still possible to continue playing. It is just that the fun falls out.
I do play a style that causes a lot of thumbnails to generate (I recolor almost everything in game), but it takes only some seconds to regenerate. I just wait some seconds before I start playing and everything is OK. So, I don't believe that this can be the reason for the long save times. As said, I played with the shortest aging and definitively I didn't have problems with long save.
Besides the long save, there's a second problem when Windows cannot close TS3, and it can take up to 25 minutes (real time). I started to save the game and shut down the computer directly in the main switch. Then Windows closes TS3 immediately, as if it was not even running. Nothing is lost and next time I start the game, it launches without any problem and also play and save normally. I also believe that the problem is beyond what can be done here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rocky on 2009 September 20, 17:55:25
Sorry...is there a way to change the configuration of the Awesome mod instead of using the Configuration Tool?? The file who it generates doesn't work and I'm not able to change the configuration...I don't know why..! How can I solve??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2009 September 20, 17:59:40
Are you installing the config file in the same place as AM?

On another note, was the Select Sim removed from the Ctrl-Click with the latest-latest? I've only got SC and other macros associated with Ctrl-Click, but no Select Sim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 20, 18:13:09
I'm trying to include a simple screen dump of my saves folder. You can now see what I consider difficult to understand. SunsetNewStart is the same hood as SunnysideFreeFall5, only that "destroyallhumans" was used in the first one. So, SunsetNewStart have only houses. There's almost no difference on the size of each hood. FreeFall5 has 137 playable sims and takes about 3 minutes to save in 90 days aging, 49 seconds in 25 days aging.  NewStart, with only houses, takes 16 seconds to save. The other hoods, as obvious, are completely empty, no sims, no houses and take 8 seconds to save. My computer fails at about 40MB hood, but ignores the limit when aging is very short.
On the other hand, no matter how long saves take, windows cannot close TS3 hoods if they are bigger than 40MB, no problem if they are about the half (around 20MB).
Oh yes, I'm very concerned about save time. It is the only problem I have and I sure don't like it.

Sorry I had to compress the small jpg cause it was not accepted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 September 20, 21:35:43
Windows cannot close TS3 hoods if they are bigger than 40MB.

This is the problem you need to solve, rather than bending over backwards and doing insane contortions with your gameplay to try to keep your saves small. I've been running a neighborhood for 4 generations now and my save files have been over 50MB for most of that time. They're now up to 80MB. And 90% of the time they save and load with no issue. I have encountered a few error 12s along the way, but I can always get rid of them by going to a backup save. Saves can take up to 5 minutes when the want trees start getting bloated, but 'resetallwants' is all I have to do to get shorter save times and chop about 10MB off the save size.

I'm sure other MATYians are able to save and play games over 40MB under several versions of Windows. I really have no idea why you cannot, but I think this is the issue you need to be troubleshooting rather than trying to play your way around it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 20, 21:44:01
Sorry...is there a way to change the configuration of the Awesome mod instead of using the Configuration Tool?? The file who it generates doesn't work and I'm not able to change the configuration...I don't know why..! How can I solve??

Okay rocky, IF you have Awesome Mod in the correct file then you should be able to bring up the console window with Ctrl-Shift-Click and type in ShowConfig and hit enter, now you should be able to see approx. 4 pages of the Config file and also the specifics that you want to configure. So, let's say you want to enable the Robotic Hand of God, once you've written down all of the elements of AM that you want to configure (make a list), next bring up the console window again and type SetConfig RoboticHandofGod Enabled and then hit enter again. Do this w/all elements that you want to configure and then save your changes. You will need to do this each and every time you play your game, as setting the config in-game is only temporary. The online config is working just fine for me, so you may not have everything set up in your files correctly. Good Luck !   :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 September 20, 21:47:21
Some browsers will (incorrectly) add a .xml or .txt file extension to AweConf.package.  If you remove the extraneous extension, the game should be able to read the configuration file.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mandababy on 2009 September 21, 05:56:45
I have a quick question, I accidentally ctrl + shift clicked and impregnated the wrong person, because my kid looks exactly like her mother.. So I have a teenager who is apparently pregnant now, lol! Is there a way to undo this, or should I just kill her? She made it as far as delivery, and she is stuck in have a baby mode, the moodlet is in her box, but if I try to send her to the hospital or have someone take her, nothing happens. So she is totally broken right now


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2009 September 21, 06:28:43
Use falconpunch console code?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 21, 08:23:12
Is Am going to be put available outside the site as it was done for TS2, when eventually it is considered as "tested enough"? Or when an EP is released and the present AM eventually would only work without the EP? Anyway, is there any plan to make it available without the need of entering the site?
It seems that I do not have any problem left that can be solved, so I decided to abandon TS3 until I can find solutions that match my needs. Of course AM will expire in the meantime and I'll not even notice because I will not be playing this game. Would appreciate to get a new version without having to be ridicularized because of my non-english origin. If I read something, I immediately have new questions or new ideas, so it is better not to read anything.
I always wonder how ESL's can tolerate sims that cannot speak any language just because they cannot at all learn grammar. And it became the most successful creation because it is  international. So, grammar was the most stupid creation of human beings.

I always keep on checking the "free" section to see if something on TS3 was added.
Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 21, 08:40:44
Is Am going to be put available outside the site as it was done for TS2, when eventually it is considered as "tested enough"?
What do you mean "available outside the site"? I don't recall any such thing ever having been done for TS2, either. If someone did this, it wasn't through any effort that I planned or organized and therefore represents an unsupported third-party venture outside the scope of MATY.

Or when an EP is released and the present AM eventually would only work without the EP? Anyway, is there any plan to make it available without the need of entering the site?
No, there are no plans to do anything of the sort. Any such efforts are non-authorized and therefore not supported.

It seems that I do not have any problem left that can be solved, so I decided to abandon TS3 until I can find solutions that match my needs. Of course AM will expire in the meantime and I'll not even notice because I will not be playing this game. Would appreciate to get a new version without having to be ridicularized because of my non-english origin. If I read something, I immediately have new questions or new ideas, so it is better not to read anything.
You can just download it without saying anything.

I always wonder how ESL's can tolerate sims that cannot speak any language just because they cannot at all learn grammar. And it became the most successful creation because it is  international. So, grammar was the most stupid creation of human beings.
Sims have a grammar. They just speak Simlish, but it is clear that there is a grammar involved.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tingeling on 2009 September 21, 08:44:56
Is Am going to be put available outside the site as it was done for TS2, when eventually it is considered as "tested enough"? Or when an EP is released and the present AM eventually would only work without the EP? Anyway, is there any plan to make it available without the need of entering the site?
It seems that I do not have any problem left that can be solved, so I decided to abandon TS3 until I can find solutions that match my needs. Of course AM will expire in the meantime and I'll not even notice because I will not be playing this game. Would appreciate to get a new version without having to be ridicularized because of my non-english origin. If I read something, I immediately have new questions or new ideas, so it is better not to read anything.
I always wonder how ESL's can tolerate sims that cannot speak any language just because they cannot at all learn grammar. And it became the most successful creation because it is  international. So, grammar was the most stupid creation of human beings.

I always keep on checking the "free" section to see if something on TS3 was added.
Thanks.

Hey elbab, if you keep bringing it up you will be struck with a pointy stick. Are you saying you are too stupid to read? ESL only means that you don't speak the language of the culture, i.e. not native to the language in question. That means that you and me, coming from non english speaking countries are ESL since we weren't born in an english speaking country. We are ESL on MATY but on a site where our languages are the norm, we wouldn't be ESL. That has nothing to do with the fact that sims speak gibberish. What you are essentially saying is "Let's make the languageand understanding of it even more confusing by not using the grammar that people all over the world are learning in school!" Great line of thought there, but do keep it to yourself.

It seems to me that you are trying to subscribe to a service that doesn't exist. We will not hold your hand when you come back. If you have any valid questions then that hasn't been answered a hundred times over, then yes, you are welcome with your problems. But saying that MATY is too mean for you and that is the reason you want a holding site for AM so you don't have to deal with the meanies is weak in my book. I am ESL; that is NOT an excuse for acting like a three year old and wailing to mommy that noone answers my stupid questions which I could have easily have found on the site just by doing some reading for ten minutes.

I have to ask: what is this "free" section you are talking about? Awesomemod is free, or didn't you know that? It also doesn't cost a dime to read the forum, only your time. That's right, your time, not mine or anyone elses. Need to have something translated? Fine, I bet there are people on here that might help you with that. PM them with your questions. A GPS isn't required at MATY, which is why I have to wonder why you obviously think that people here are monitoring you in some way. LURK and noone will even recognise that you are present. Yes, it is that easy.

If I read something, I immediately have new questions or new ideas, so it is better not to read anything.

Excuse me?? Are you claiming that you would rather remain ignorant and silent for a while and then come back as an even bigger moron? Keep reading the site but exercise LURK MODE. It will help you immensly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: edalbformat on 2009 September 21, 10:41:55
At the start screen of this site, there are two options, and one of them leads to simple downloads, and this is what I mean. I prefer to read a simple RTFM. And I'll be using your mod until there are tools simple enough so that I can make my own modifications without help. I don't use most of the features created by modders anyway, so I get something that in the reality I don't fully need. This is the only reason that I'm angry on EA. If one man can modify the game and make it playable, why a company can't. We signed under their EULA that says that everything that is created and related to TS belongs to them. So it is time that they just include tested stuff that were considered as playable and make the game playable. I don't have much of requests related to special features. I buy this game from EA just because there are no similar in the market. Of course they give a damn if I buy it or not and I understand the point perfectly. And sure, the day I find something that pleases me better, I'll take it. I do not post anything in any site because I have a very low level speaking and it is unproper in most of the sites. But most of the sites give correct answer without the need of asking. If you just place updated versions of AM by the same section where you placed your TS mods, probably you will have only your team inside as you like. As said, the only reason we come here is because your mod is, today, the only thing that is making TS3 playable, but this will change and hopefully soon.

PS: please don't answer any of my posts, if you are not named JM Pescado. I'm interested only on the mod, not in opinions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tingeling on 2009 September 21, 10:59:34
Incoherent ramblings.

I dare say, are you going to pick you toys up and go home now? I'm not even going to bother with your obvious grammatical errors, as new learnings are lost on you. But you have really taken a wrong turn on the internet highway if you think that MATY will shut up just because you ask us to. If you post something on a public message board, be ready for people to answer you. If not, you can always post a PM to the person you want to converse with.

But most of the sites give correct answer without the need of asking.

And there you go again with your wonderfully blissful notion that people on the net use telepathy. Noone is going to answer your questions if you haven't asked them before. But, if the question has been answered time and time again, don't expect people to bend over backwards to accomodate you. This is simple logic and expected of a person partaking in the culture of MATY. I don't know where this TS section is that you speak of. Again, you can swoop in, get the mod and run out the door without noone even acknowledging your presence. It really is that simple.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 21, 11:25:53
At the start screen of this site, there are two options, and one of them leads to simple downloads, and this is what I mean. I prefer to read a simple RTFM. And I'll be using your mod until there are tools simple enough so that I can make my own modifications without help.
That is unlikely to happen. Script modding is basically as advanced as it's going to get at this point. Unlike TS2, where the how-tos were constantly being discovered, like an onion, TS3 is layered with one hardened layer of protection which protects all of its soft innards, like a turtle. And we have already opened this turtle.

If you just place updated versions of AM by the same section where you placed your TS mods, probably you will have only your team inside as you like. As said, the only reason we come here is because your mod is, today, the only thing that is making TS3 playable, but this will change and hopefully soon.
This is unlikely to change. The Highlander Rule conspires to make this impractical at best. While it is very easy to make a mod, especially if you're just probing the surface or extending the surface, it is not so easy to dig in the the guts of the game without a full core modification. There aren't really any new techniques to discover in scripting, so at this point it's basically a matter of how persistent people are. You're not likely going to find someone capable of sustained persistence, though. That appears to be a me-thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rocky on 2009 September 21, 12:19:22
Some browsers will (incorrectly) add a .xml or .txt file extension to AweConf.package.  If you remove the extraneous extension, the game should be able to read the configuration file.

Wich files are you talking about?? In the folder there are just two files: the AM file and the file generated by the Tool. What do I have to remove??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tingeling on 2009 September 21, 12:33:46
@Jordi: Don't worry. It's just another one of Austere/Caraleeches socks. Pescado will surely give it the boot in no time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 September 21, 16:47:38
Some browsers will (incorrectly) add a .xml or .txt file extension to AweConf.package.  If you remove the extraneous extension, the game should be able to read the configuration file.

Wich files are you talking about?? In the folder there are just two files: the AM file and the file generated by the Tool. What do I have to remove??

That's correct, there are only two files: awesome.package and aweconf.package.  However, you said that awesome.package is working and aweconf.package is not.  This can only happen if something has gone wrong.  For example, your download may be corrupt, in which case downloading it again should fix it.  However, it sounds like you are having this problem consistently, so I was looking for another explanation for your problem.

One thing that people have reported is that their browser adds either .xml or .txt to the downloaded configuration file, so that it is named aweconf.package.xml or aweconf.package.txt.  The game will not read these files; it will only load files with the .package file extension.  The operating system can exacerbate this problem by hiding the file extension from you, so that the file appears to be named aweconf.package, even though it isn't.

If this is your problem, then removing the extraneous .xml or .txt file extension should solve your problem.  I would also recommend changing your system so that file extensions are never hidden.  On Windows XP, you can change this option by running the Windows Explorer and choosing Folder Options from the Tools menu.  Go to the View tab and uncheck the option named "Hide extensions for known file types".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aqua on 2009 September 21, 20:58:34
Is the NPC Motor Pool unlimited? Or are there just a few available cars? Is it possible to edit this carpool? Cause i have seen that one of my NPC-sims was waiting for hours at his work with the "no way" sign over his head. Then he walks to the road and drove away with the npc motor pool car.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 September 21, 21:51:36
I was looking at the carpool section the other day and saw that they have a max number of 6.  I was also wondering if it would be a VBT to add 1 or 2 to this number.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aqua on 2009 September 21, 22:17:42
btw, is it possible to use a configfile with ISD enabled and ASD enabled? Cause i am currently playing with ISD Disabled and ASD enabled.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 22, 00:57:07
The NPC motor pool is unlimited. Any time an inactive household attempts to go somewhere in a car, if they don't actually own a car, they are given a temporary vehicle, which is marked as NPC Motor Pool in the display to indicate this.

btw, is it possible to use a configfile with ISD enabled and ASD enabled? Cause i am currently playing with ISD Disabled and ASD enabled.
No. If you enable them both, ISM driver wil be checked, and if available, used, and AwesomeDriver won't, because you can't use two storydrivers at once, this results in indeterminate behavior.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: purplehaze on 2009 September 22, 03:01:02
I noticed since this update that my platters of meals are automagically being stored in the fridge. While it seemed like a good thing at first, I am having a bit of difficulty with it. It has rendered my food replicator useless. The food won't sit out long enough to 'store' it. Also, I can no longer call the family and/or guests to meals. I assume this is a robotic hand of god feature. I don't expect you to redo it. I am just registering my opposition to that one feature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: windandsummer on 2009 September 22, 17:26:12
Hey I have a problem. I recently downloaded awesomemod (actually I had a friend who uses it install it for me). We did the config and installed and nothing. Blur still there interactions between teen and young adult still denied. We reinstalled it at least four times and still nothing. I don't have any other mods (other than delfys install mod) I was hoping somebody would know something I could do cuz I'd really love to use this mod. Thanks so much for any and all help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 22, 17:52:53
I noticed since this update that my platters of meals are automagically being stored in the fridge. While it seemed like a good thing at first, I am having a bit of difficulty with it. It has rendered my food replicator useless. The food won't sit out long enough to 'store' it. Also, I can no longer call the family and/or guests to meals. I assume this is a robotic hand of god feature. I don't expect you to redo it. I am just registering my opposition to that one feature.

Turn it off, ffs.  I run without the robotic hand of god simply so that my neatfreaks can get their wish-on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 22, 18:37:16
Hey I have a problem. I recently downloaded awesomemod (actually I had a friend who uses it install it for me). We did the config and installed and nothing. Blur still there interactions between teen and young adult still denied. We reinstalled it at least four times and still nothing. I don't have any other mods (other than delfys install mod) I was hoping somebody would know something I could do cuz I'd really love to use this mod. Thanks so much for any and all help.

It's my understanding that AM only removes the blur in certain situations. That's how it worked on my computer. I use the "no mosaic" mod (I got it at MTS) to always remove the blur. Also I think you need another mod to actually have interactions between teens and young adults, setting it in AM just allows the other mods to work.

That's my understanding. Throw knives and correct if I'm wrong. :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 22, 20:10:36
I read somewhere here that Awesomod was capatible with the Sim3 patches. But when I installed that last patch it gave me a lot of problems. I couldn't make the Sims follow my directions if they weren't in the same room. I had to send them to the room then tell the to do what I wanted them to do. I removed Awesomod and it worked fine.  Then I notice that there is a more recent Awesome. Does it fix this problem or should I remove the Sims3 Patch and if so how?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 September 22, 21:04:53
I read somewhere here that Awesomod was capatible with the Sim3 patches. But when I installed that last patch it gave me a lot of problems. I couldn't make the Sims follow my directions if they weren't in the same room. I had to send them to the room then tell the to do what I wanted them to do. I removed Awesomod and it worked fine.  Then I notice that there is a more recent Awesome. Does it fix this problem or should I remove the Sims3 Patch and if so how?

You must always get the latest AwesomeMod.  This problem was fixed awhile back.  AwesomeMod is still a work in progress, and Pescado fixes any bugs as they are reported.  He does not want people to use old versions, as they tend to then report old problems.  So, UPDATE, UPDATE, UPDATE!

You must also update your game, as AwesomeMod is compatible with the latest version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: windandsummer on 2009 September 22, 22:56:52
Thanks so much gtachampion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 September 22, 23:03:02
I was looking at NPCDriversManager and saw this:

<?xml version="1.0" encoding="utf-8"?>
<base>
  <Current_Tuning>
    <kMaxDrivers value="6">
      <!--The size of the npc driver pool used for player taxis, player limos, and the school bus (we'll probably move the bus into a separate pool).  If all npc drivers are currently in the world, the player Sim will have to wait for one of the other car routes to complete and for the driver to be released to the pool.  Note that this tunable can have a substantial effect on performance as it increases the number of actual Sims in the world.-->
    </kMaxDrivers>
  </Current_Tuning>
</base>

Doesn't this mean that only 6 carpool vehicles will be allowed at one time?  And that any sims who have to use the carpool have to wait their turn if there are already 6 vehicles out?

Suppose you have 4 households, with two working sims in each, and all go to work at the same time.  If none of them own a car, then 6 of them may be picked up right away, but the other two would have to wait until 2 of the ones already picked up were dropped off before they got a carpool vehicle.  That's how I was reading this.

And it sounds like the school bus is part of the carpool, so if you have a kid going to school in the household you're playing, then you can only haul 5 of those adults to work at one time.  Kids in other households ride their bikes for some reason.  I didn't think the bikes or cars owned by the player's sims (ie: chosen) counted in this number, just the carpool and taxis.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 23, 10:24:29
Doesn't this mean that only 6 carpool vehicles will be allowed at one time?  And that any sims who have to use the carpool have to wait their turn if there are already 6 vehicles out?
It so seems that way.

Suppose you have 4 households, with two working sims in each, and all go to work at the same time.
Only the active household uses carpools. Anyone not in the active carpool uses an "NPC Motor Pool" vehicle that they drive themselves. The possibility that 6 sims will simultaneously need a carpool in ONE household is very unlikely.

Turn it off, ffs.  I run without the robotic hand of god simply so that my neatfreaks can get their wish-on.
Detection for this case will be implemented in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: YoshioMiri on 2009 September 23, 12:39:54
Hello, I've just now gotten my first error 12s and, as I found with another post which matched 'error 12' search terms, my game has been taking well over 5 minutes to save. I guess it must be huge, so I tried to resetallwants and it did reset them just before crashing the game. Any recommendations?

Thanks very much in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 23, 16:19:37
I read somewhere here that Awesomod was capatible with the Sim3 patches. But when I installed that last patch it gave me a lot of problems. I couldn't make the Sims follow my directions if they weren't in the same room. I had to send them to the room then tell the to do what I wanted them to do. I removed Awesomod and it worked fine.  Then I notice that there is a more recent Awesome. Does it fix this problem or should I remove the Sims3 Patch and if so how?

Sandman - I had this problem once upon a time and like coconnor suggested, I updated but it didn't solve the problem. I then removed all mods (hacks) except AM and the game ran fine. It took a little time but I kept adding back the mods in groups until I narrowed down which one was giving me the problem and got rid of it. I think it was an ITcareer hack but I'm not sure. It's been a little while now. :-\

Hope this helps if updating didn't.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 September 23, 16:37:31
I'm a bit curious, Do Homeless sims make any money? I kicked out my sims parents who were at the top of their career and went homeless with 256$. I wasn't worried thinking they'd make 5K a day but it's been 2 sim weeks and, they haven't made a scratch of money. I then received a call saying their mother wasn't going to be around forever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 23, 16:56:36
Homeless sims don't appear to actually appear or go to work, so apparently they don't earn much money except in the few isolated instances where they manage to reappear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 September 23, 21:27:16

Suppose you have 4 households, with two working sims in each, and all go to work at the same time.
Only the active household uses carpools. Anyone not in the active carpool uses an "NPC Motor Pool" vehicle that they drive themselves. The possibility that 6 sims will simultaneously need a carpool in ONE household is very unlikely.


Ah, I see.  Makes sense.  So even if a sim in an inactive house doesn't own a car they have a carpool car that doesn't count as an NPC driver. 

I thought maybe this was why some of my sims (not in the active house) have to be "pushed" manually to go to work.  That they had to wait for a carpool car to become available.  But I know that they don't have to wait for a vehicle to show up, they just go to the street and get in a car.  I thought these might be part of the carpool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 24, 02:32:23
How can I translate new trait's names and definitions (not to be different from others)?
Maybe with S3Pe?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rocky on 2009 September 25, 16:42:51
Some browsers will (incorrectly) add a .xml or .txt file extension to AweConf.package.  If you remove the extraneous extension, the game should be able to read the configuration file.

Wich files are you talking about?? In the folder there are just two files: the AM file and the file generated by the Tool. What do I have to remove??

That's correct, there are only two files: awesome.package and aweconf.package.  However, you said that awesome.package is working and aweconf.package is not.  This can only happen if something has gone wrong.  For example, your download may be corrupt, in which case downloading it again should fix it.  However, it sounds like you are having this problem consistently, so I was looking for another explanation for your problem.

One thing that people have reported is that their browser adds either .xml or .txt to the downloaded configuration file, so that it is named aweconf.package.xml or aweconf.package.txt.  The game will not read these files; it will only load files with the .package file extension.  The operating system can exacerbate this problem by hiding the file extension from you, so that the file appears to be named aweconf.package, even though it isn't.

If this is your problem, then removing the extraneous .xml or .txt file extension should solve your problem.  I would also recommend changing your system so that file extensions are never hidden.  On Windows XP, you can change this option by running the Windows Explorer and choosing Folder Options from the Tools menu.  Go to the View tab and uncheck the option named "Hide extensions for known file types".



Ok..you were talking about a file named aweconf.package but my file was called config.php, so I changed its name, hoping to solve the problem, but I didn't solve anything... :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 25, 17:01:03
Updating the awesomemod fixed the problem I was having. Now I am having two more problems. My sims that I am not playing are dieing of hunger. I had two die within a couple hours of playing. Is there a trick to get them to feed themselves when you aren't watching them.  

Also I installed the awesomemod update to my other computer and now the game won't start at all. I tried removing all the mods and files that you normally install with awesomemod and install the TS3Helper and let it stall the awesomemod and it looks like it installed everything it was suppose to but after trying to restart the game I get to the part where you select the town your playing, click on the town and then it just turns off the game.  I did install framework 3.5, deleted the scriptcache.package but it still won't start. The awesomemod file shouldn't be corrupted because I copied the same file to my other computer and it works fine.  I know my next step will be to reinstall game but I was hoping someone had a quicker solution.

Update:  Well that was short and sour. The game started but awesomemod didn't. So I uninstall everything but the game and try to restart now I can even get the first window to show up.  I guess I will just start from scratch and reinstall the whole game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rocky on 2009 September 25, 17:01:24
I solved it!!! The problem was that I was downloading with Free Download Manager, that (I don't know why) changed the name and the size of the file Generated by the Tool..

Thank you a lot!=)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 25, 19:59:12
This has taken me since 8:30 this morning I still don't have Awesomod install....I am about to pull my hair out....:(  

I don't understand it at all...I uninstalled everything: the game and then reinstalled it. It said the game was up to date so I assume the latest patches were install. Did I assume right?  The basic game worked fine. I was able to create a new town.  So I shut the game down, reinstall the TS3 Install Helper program and rightclick on the awesomod.package file and click install to Sims3. I check to make sure it was installed. It was. I restarted the game. The basic game is working fine but the Awesomod isn't...:(

Update:  I think I have found the problem. Even though the game says it is update it isn't. I found a thread that tells you how to check the version and mine is old.  It also gave me a link to update to the latest patch so I have high hopes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 September 25, 22:59:50
I have a question is there anything that can help me force a female sim to give birth. I have one who is stuck very pregnant and she won't progress any farther. I had been using a prenancy hack and didn't realize I couldn't change to a different length hack (oops!) so now she is stuck. I tried resetting her but that doesn't seem to be helping. Any suggesting??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 September 26, 06:21:51
(http://n1.cdn.spikedhumor.com/1/390000/91414_falconp_vw.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 26, 08:22:52
That was meant to be "if not disabled". Although I guess that is excessively twisted, so I will simplify the wording. It has no effect. In any case, turning it on will cause recipe books to be available in the library if the not-magic-scrolls option is also on. Otherwise, only recipes that are not ordinarily magic scrolls (I.E., none of them) will appear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wolfeyes on 2009 September 26, 20:55:45
That was meant to be "if not disabled". Although I guess that is excessively twisted, so I will simplify the wording. It has no effect. In any case, turning it on will cause recipe books to be available in the library if the not-magic-scrolls option is also on. Otherwise, only recipes that are not ordinarily magic scrolls (I.E., none of them) will appear.

This is good to know since I read this multiple times and kept coming up w/the answer that it made no sense no matter how the phrase was broken down, and it was so convoluted that I found myself comparing it to the complex law cases that we used to have to brief when studying to be Paralegals...   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 September 26, 21:11:51
Okay, so in the game as it is shipped, there are several sims whose fambly trees are 'false.' What I mean by this is that the trees show relationship connections that aren't actually true. For instance, Agnes Crumplebottom's family tree shows her as married to Erik Darling, while in reality she has no relationship with him and hasn't even met him. The reason for this is so that she could easily remarry without the game saying that she already has a spouse.

I know that awesomemod can be used to create family connections that automatically create the relevant relationships in the game, but can it be used to edit the family tree without creating the correct the relationships? The reason I ask is that I was planning on making some widows to upload who are shown with their husbands on their family trees, and I wanted to make the House of Oedipus- e.g., his wife is his mother, his children are his half-siblings, etc. This way, he'd only view her as a wife but she'd also be shown as mother.

Thanks for your help!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carpediem on 2009 September 27, 00:20:46
I don't understand what is the new
Quote
Pregnancy moodlet now has a countdown timer so you can keep track of how long it lasts.
?
Does I have another hack in order to make it working ?
I have not see a choice in the "awesomemod config " .Does something appears when a sim female is pregnant ?
Thanck you for helping me .


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 September 27, 03:17:27
I don't understand what is the new
Quote
Pregnancy moodlet now has a countdown timer so you can keep track of how long it lasts.
?
Does I have another hack in order to make it working ?
I have not see a choice in the "awesomemod config " .Does something appears when a sim female is pregnant ?
Thanck you for helping me .

When your sim is pregnant, the pregnant moodlet has a line under it, not a countdown timer like many of the others.  I take this change to mean that now, instead of a line, there is a time counting down how long the pregnancy moodlet lasts for.  Which means, you now have a countdown timer for when the  baby will be born


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Process Denied on 2009 September 27, 16:22:22
I have a question is there anything that can help me force a female sim to give birth. I have one who is stuck very pregnant and she won't progress any farther. I had been using a prenancy hack and didn't realize I couldn't change to a different length hack (oops!) so now she is stuck. I tried resetting her but that doesn't seem to be helping. Any suggesting??
This is definately not helpful, but I tryed everything and nothing worked.  I started over.  It was Morgana Wolff, so I wasn't willing to let her die pregnant.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 27, 17:06:46
How can I translate new trait's names and definitions (not to be different from others)?
Maybe with S3Pe?

Any suggestion?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lorea on 2009 September 27, 19:54:50
Extract the text files from Awesomemod, edit them to your language, import in a new package. Place this package in a folder with higher priority than AM.

Thanks!
One more question. Nowadays I can't find the AM's traits in my game and I can't select them in CAS. What may be the problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 September 27, 21:21:38
They are visible and pickable with Twallans Comp. I am still curious about the Racist trait, lol.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Erry on 2009 September 27, 21:36:31
I did a search, found nothing... just telling you all. So anyways, I started my game, the game didn't load... it did, but at the first loading screen where the game loads with those mini-card-things, the bar always stays empty, there's no music in the background and the game just doesn't move, I tried with all mods, I tried with another bunch of mods, I even tried it by itself and it still doesn't work. So what should I do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 28, 01:07:10
Has anyone had a problem with their sims dying of starvation.  It has been a problem since I updated to the new awesomod and IndieStonemod.  Everytime I sit down to play the game I have one or two die on me. I have to go out of the game without saving and then as soon as I reopen it go to that family and if they are about to die change them to a baby so they won't. I saved two sims doing that but couldn't save two others.

Is there something I can set that will make them feed themselves when I'm not playing them?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 28, 01:40:20
How can I translate new trait's names and definitions (not to be different from others)?
Maybe with S3Pe?
Supply the translations to me in a file and I will include them in the official version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 September 28, 02:50:44
Has anyone had a problem with their sims dying of starvation.  It has been a problem since I updated to the new awesomod and IndieStonemod.

No problems with my sims starving.

Has someone started working on IS again?  I didn't think it had been updated since the original guys abandoned it (which is why I never used it).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 September 28, 02:55:45
Has anyone had a problem with their sims dying of starvation.  It has been a problem since I updated to the new awesomod and IndieStonemod.

No problems with my sims starving.

Has someone started working on IS again?  I didn't think it had been updated since the original guys abandoned it (which is why I never used it).
Twallan over at crazy town. http://www.the-isz.com/theisz/index.php?showtopic=2690 (http://www.the-isz.com/theisz/index.php?showtopic=2690)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ur_all_ive_got on 2009 September 28, 06:17:30
Any word on fixing the allowoverstuffeshouses hack? Say the mother is at the top of the icons to the left, when the 9th member of the family is born, the moms icon is no longer there, you have to click on the top icon and spacebar to her.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BattyCoda on 2009 September 28, 15:06:58
I don't understand what is the new
Quote
Pregnancy moodlet now has a countdown timer so you can keep track of how long it lasts.
?
Does I have another hack in order to make it working ?
I have not see a choice in the "awesomemod config " .Does something appears when a sim female is pregnant ?
Thanck you for helping me .

When your sim is pregnant, the pregnant moodlet has a line under it, not a countdown timer like many of the others.  I take this change to mean that now, instead of a line, there is a time counting down how long the pregnancy moodlet lasts for.  Which means, you now have a countdown timer for when the  baby will be born

I thought this was a great idea until I realized my sims no longer get the purple pregnancy icon. I have several pregnant sims, including a couple who got pregnant during gameplay after installing this latest version of AM. None of them got the pregnancy icon.

Am I the only one with this issue?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 September 28, 15:12:37

I thought this was a great idea until I realized my sims no longer get the purple pregnancy icon. I have several pregnant sims, including a couple who got pregnant during gameplay after installing this latest version of AM. None of them got the pregnancy icon.

Am I the only one with this issue?

I haven't seen it mentioned in the bugs thread yet.

I haven't had a pregnant sim since the update, so couldn't say.  Do the pregnant sims have the dislikes children trait?  I doubt they would get the pregnancy moodlet.

If it is a bug, I suspect Pescado will update it soon enough, when he is aware of it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 28, 16:14:24
Has anyone had a problem with their sims dying of starvation.  It has been a problem since I updated to the new awesomod and IndieStonemod.  Everytime I sit down to play the game I have one or two die on me. I have to go out of the game without saving and then as soon as I reopen it go to that family and if they are about to die change them to a baby so they won't. I saved two sims doing that but couldn't save two others.

Is there something I can set that will make them feed themselves when I'm not playing them?

I can pretty much confirm that the random starvation deaths are related to Indiestone use.  I was having a lot of them.  None since getting rid of that piece of junk.  Also related, school failure and poor work performance.  And, 4 million homeless bums.  Also I swear ISM wonkifies ghosts.  But that last part could just be me.  AM story progression is the most stable, sane way to sustain your neighborhood.  I also tried and did not care for twallan's progression mod, as it is ISM based...and there are so many problems with the way ISM does things.  Plus, you need the Work Pusher to, well, make it work.  And trust me when I say the Work Pusher pushes too hard.  In fact, everything about twallan's mod does.  Just my opinion of course.
After playing with AM story progression, I am left wondering why I did not start playing with it sooner.  It keeps pace with "normal" progression.  No one shoots up the career ladder in a day.  No one marries, and spawns in a day.  Households do not randomly split "just because".  No one suddenly drops dead without warning.  There is no random immigration.  The streets are free of vagrants.  Everything progresses rationally.  I don't normally go around lavishing praise on people, but I must say I am amazed by Pescado's endeavours.  In fact, my only request would be birth announcements (and maybe risky woohoo, but for different reasons than most).  And now I do not understand why anyone would play with any other progression mod.  
Accept no inferior substitutes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 28, 16:47:59

I can pretty much confirm that the random starvation deaths are related to Indiestone use.  I was having a lot of them.  None since getting rid of that piece of junk.

I beg to differ (and hope not to get eaten alive for doing so) but I got rid of Indiestone quite a while back. Yesterday I saw the first random death from starvation in my neighborhood. My sim was at the library when suddenly a townie clutched their stomach and dropped dead and along comes Mr. Grim. No matter to me as I didn't know this sim but a little annoying to say the least.

Also related, school failure and poor work performance.  And, 4 million homeless bums.  

Also for the first time yesterday I had 8 homeless families on the list when I typed listhomeless. However every house in my neighborhood is occupied and I only have 2 empty lots to put houses on.  I tried to place a house to move a member of my family out to and it was snatched up immediately by a homeless. I have destroyed the homeless 3 times but new ones keep coming back. If my neighborhood is full, why is the game generating more families?

AM story progression is the most stable, sane way to sustain your neighborhood.  I also tried and did not care for twallan's progression mod, as it is ISM based...and there are so many problems with the way ISM does things.  Plus, you need the Work Pusher to, well, make it work.  And trust me when I say the Work Pusher pushes too hard.  In fact, everything about twallan's mod does.  Just my opinion of course.

Lastly, do you not need the work pusher with AM? I have both but didn't realize that I didn't need the work pusher because AM would take care of matters.

While I'm asking questions here...I also have a problem with moving sims out of my house. As the teens become young adults, I want to move them out. However when I have them use their cell phone to move, the game gives the sim moving out all of the family funds and leaves nothing for the rest of the family and then it won't let me accept the move unless I make the sim moving out the active household. I want them out and to keep playing the rest of the family. Any thoughts?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 28, 17:06:10
I beg to differ (and hope not to get eaten alive for doing so) but I got rid of Indiestone quite a while back. Yesterday I saw the first random death from starvation in my neighborhood. My sim was at the library when suddenly a townie clutched their stomach and dropped dead and along comes Mr. Grim. No matter to me as I didn't know this sim but a little annoying to say the least.

Also for the first time yesterday I had 8 homeless families on the list when I typed listhomeless. However every house in my neighborhood is occupied and I only have 2 empty lots to put houses on.  I tried to place a house to move a member of my family out to and it was snatched up immediately by a homeless. I have destroyed the homeless 3 times but new ones keep coming back. If my neighborhood is full, why is the game generating more families?

Lastly, do you not need the work pusher with AM? I have both but didn't realize that I didn't need the work pusher because AM would take care of matters.

While I'm asking questions here...I also have a problem with moving sims out of my house. As the teens become young adults, I want to move them out. However when I have them use their cell phone to move, the game gives the sim moving out all of the family funds and leaves nothing for the rest of the family and then it won't let me accept the move unless I make the sim moving out the active household. I want them out and to keep playing the rest of the family. Any thoughts?

Hmmm, well, I have not had the starvation deaths since getting rid of ISM.  And it was happening all the time with ISM.  But only time will tell, I suppose.

If your career track does not have a boss, I notice that a boss will be spawned for you.  And AM aggressively places the homeless whenever it can.  I like this.  But, it sounds as if your hood has gotten too big for its britches if you have no room to place houses and families.  Careful crib management is in order.

You definitely do not need twallan's Work Pusher with AM.

I have not had the money issue on move-out, so I have nothing on that topic.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 28, 17:12:23
Thanks snowbawl. I used to have houses without cribs but no one would use them so I assumed the homeless families had infants/toddlers. So I added at least one crib to every house except a couple. However the new homeless have new last names to the neighborhood, so they must be generated fresh and not moving out of their families houses. I just delete them and figure if a member of a neighborhood family disappears, then they "moved" out of town (in my mind's story anyways).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 28, 17:34:29
Thanks snowbawl. I used to have houses without cribs but no one would use them so I assumed the homeless families had infants/toddlers. So I added at least one crib to every house except a couple. However the new homeless have new last names to the neighborhood, so they must be generated fresh and not moving out of their families houses. I just delete them and figure if a member of a neighborhood family disappears, then they "moved" out of town (in my mind's story anyways).

The only instance that I have seen where a new family will be spawned is when a career track needs a boss.  To this date, the spawned families (in my hood) have not had children, being comprised of a single sim, and AM will move them into any small, affordable house, most of which do not contain cribs (again, this is all in my hood).  ISM would spawn entire families with seven members to wander the streets as bums.  I would even familyfunds them a crap-ton of money and they would have plenty of housing with adequate space and beds.  But nooooo, they all preferred to be homeless.  With twallan's supercomputer, I would check their ages.  Some of them were over 400 sim days old.  None of it made any sense to me.
Last I heard, AM story progression doesn't do immigration, so the new spawns are EA making some bosses and possibly co-workers for you, as these are an integral part of most careers.  It should not be creating new families just for the sheer pleasure of doing so.  At least, this is my understanding.  I am sure someone will correct if I am wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 28, 17:58:21
That was my understanding as well. However the first set of 8 homeless families I destroyed had 5-7 members each. The following 2 sets tended to have only 1 or 2 members each. Don't know what's happening as this was new this weekend.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 September 28, 20:26:13
Read the FAQ.

No, no, LVRugger, I think he already did. Because it sure looks like he made a Herculean effort to break EVERY FUCKING RULE in it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2009 September 28, 20:46:00
I've been unable to locate any fix to this via searches. Recently I edited the age of one of my sims down from adult to YA. Naturally this borked all her outfits, including her career outfit. I attempted to try the experimental edit career outfit available with AM but was not able to get it to work. Clicking the tab resulted in absolutely nothing. Reset sim did not work either.

Currently my little surgeon is working at the hospital dressed in this:

(http://img.photobucket.com/albums/v122/rnkis/Screenshot-18.jpg)

(it's the female)

Any ideas how one might get her back into her labcoat?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 September 28, 21:13:38
I have a question is there anything that can help me force a female sim to give birth. I have one who is stuck very pregnant and she won't progress any farther. I had been using a prenancy hack and didn't realize I couldn't change to a different length hack (oops!) so now she is stuck. I tried resetting her but that doesn't seem to be helping. Any suggesting??
This is definately not helpful, but I tryed everything and nothing worked.  I started over.  It was Morgana Wolff, so I wasn't willing to let her die pregnant.

Yeah. Mine is my own character. That I created. And I do have back saved saves but this means going back to when my triplets are toddlers and they were already adults and had moved out. and I am playing on the lifetime level that is just below the longest setting. So I had been playing her a long time pregnant. Her husband had went from no job to the 5th level military job and then top of the science job. And I had totally remodeled the house too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 September 28, 21:29:27
I'm thinking about switching to the AM story driver, replacing the ISM driver I use now. Somewhere on this forum, I thought I read of people having problems switching out ISM for something else, because ISM had changed the coding in the game permanently. Is this true or was I misreading/misunderstanding/making things up? Is there a way to avoid it if it's true?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moosemonk on 2009 September 28, 21:36:43
I'm thinking about switching to the AM story driver, replacing the ISM driver I use now. Somewhere on this forum, I thought I read of people having problems switching out ISM for something else, because ISM had changed the coding in the game permanently. Is this true or was I misreading/misunderstanding/making things up? Is there a way to avoid it if it's true?
You may be confusing ISM with Awesomemods' Supreme Commander mode. If you remove AM whilst Supreme Commander is active in your save game, your save may no longer work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 September 28, 21:37:56
I thought this was a great idea until I realized my sims no longer get the purple pregnancy icon. I have several pregnant sims, including a couple who got pregnant during gameplay after installing this latest version of AM. None of them got the pregnancy icon.

Am I the only one with this issue?

I have a sim who was pregnant at the time I installed the latest AM and she had the pregnancy icon with the amount of time remaining, in hours, under it.  Haven't had any get pregnant since, though.  Seems it would start after they let you know they're PG.  You know, 24 sim hours after you hear the lullabye.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tibbi on 2009 September 28, 21:45:03
I saw this question asked a few pages back, but it got no response, so I thought I'd try, since I'm having a variation on the same problem.  I'm a recent AwesomeMod convert (previously ran IndieStone) and I have three sacred households.  I couldn't get my teen in Household Sunshine to age up.  I removed their sacred status and I still can't get her to age up.  Clicking on the birthday cake let's me know it's not allowed for their lot.  Am I missing something simple?  Or is there an extra hoop to jump through somewhere?  Any help is appreciated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 28, 22:01:13
Well it very well may be a combination of the Indie Stone Mod and something else that was casuing my sims to die because I discovered an option for the game to radomly kill sims and it was turned on but all I had to do was turn it off and it fix my problem. It gives you choices to let your individual families be saved from getting radomally kill or you can choose the whole neighborhood to be saved.

I love Awesomod and I feel the IndieStoneMod compliments it. When I read that the guys that created IndieStone wasn't going to be able to keep it going it cross my mind that it would be nice if Pescado would take the IndieStone over and merge it with Awesomod. I almost hate to mention it because I am sure he spends all his waking time working on the Awesomod alone.  

Someone mention about wishing there would be birth announcements. I believe it is the Indie Stone Mod that is doing just that in my game. Correct me if I am wrong (like I needed to say that...:) I have just updated Awesomod and this is the first time I have used IndieStone but one of them are making these announcements. It also annouces when someone gets a job or promotion among other things. There is also a immigration setting that you can turn on and off. That may have helped with the spawning. But it will also let you put individual families on hold while you play another family so you can play them yourself if you choose rather than letting them do their own thing.

I may decide differently after I have play it more, but right now I think that both mods make the game so much more fun and easier to play and I like playing them together.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2009 September 28, 23:00:31
(walloftext) I love Awesomod and I feel the IndieStoneMod compliments it. When I read that the guys that created IndieStone wasn't going to be able to keep it going it cross my mind that it would be nice if Pescado would take the IndieStone over and merge it with Awesomod. I almost hate to mention it because I am sure he spends all his waking time working on the Awesomod alone. (walloftext)

Paragraphs please!

You do realize there is an AwesomeStoryMode integrated into AM, yes? Of course you have to turn ISM off and ASM on to use it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 September 29, 00:07:19
I've been unable to locate any fix to this via searches. Recently I edited the age of one of my sims down from adult to YA. Naturally this borked all her outfits, including her career outfit. I attempted to try the experimental edit career outfit available with AM but was not able to get it to work. Clicking the tab resulted in absolutely nothing. Reset sim did not work either.

(snip of pic)

Any ideas how one might get her back into her labcoat?


I realize this may not be funny to you, but when I took a look at her "new" lab outfit - I lol'd.

Did you try typing "unlockoutfits on" in the console and then try editing her outfit in CAS? I haven't had an occasion to personally try that but I understand that's supposed to unlock all the career outfits.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 29, 00:40:23
Myskaal,  Thank you, I think it is much better now.  I know that AM has a story mod but I didn't notice all the announcements before I install ISM so I assumed it was ISM that was making them.

For example. I wouldn't have known that some of my sims were having babies if it didn't make the announcement.  Also some of my sims was being assigned jobs that I didn't want them to have and I wouldn't have known it if the announcement weren't made. It keeps you up to date with what other sims are doing while you are playing other lots.

Maybe the announcements are being my by AM I am not sure since I haven't played the update AM without ISM. Maybe I should uninstall ISM and check AM out by itself.

From what I read you can play both of them together. I know that I am using AM along with ISM because I use the part of it where you type in the cheat window. I didn't know that you had to turn one off to play the other. And so far I haven't seen anywhere where it tells you how to turn one off other than uninstalling it and if you couldn't play them both together why did Pescado say you could on the download page?

By the way has anyone figured out how to teleport without using the testingcheatsenabled true?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 September 29, 02:01:36
I don't think the starving Sim syndrome has anything to do with IndieStone as I only used it at all during a test of how "it plays well with AwesomeMod".  If I understand it correctly, it is only the "story driver" portion that ever interacts at all.  To use the IndieStone driver you install only the "mod package" file, not the "core"  file.

I also do not think the starving Sim syndrome has anything to do with AwesomeMod.  I believe it only occurs when the neighborhood becomes too large.  AwesomeMod does not immigrate new residents; I believe IndieStone does, and therefore may have something to do with causing it to happen faster than it otherwise would.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 29, 02:04:43
I don't think the starving Sim syndrome has anything to do with IndieStone as I only used it at all during a test of how "it plays well with AwesomeMod".  If I understand it correctly, it is only the "story driver" portion that ever interacts at all.  To use the IndieStone driver you install only the "mod package" file, not the "core"  file.

I also do not think the starving Sim syndrome has anything to do with AwesomeMod.  I believe it only occurs when the neighborhood becomes too large.  AwesomeMod does not immigrate new residents; I believe IndieStone does, and therefore may have something to do with causing it to happen faster than it otherwise would.

A definite possibility considering that ISM will blow up your hood with all the sims.  Perhaps that is why it has not happened in my nice, normal AM-progressed hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2009 September 29, 03:15:42

I realize this may not be funny to you, but when I took a look at her "new" lab outfit - I lol'd.

Did you try typing "unlockoutfits on" in the console and then try editing her outfit in CAS? I haven't had an occasion to personally try that but I understand that's supposed to unlock all the career outfits.

Oh I did indeed lol. I still do every time she gets ready for work.
I set the config in-game, turning the edit career outfits on. It added the tab for career outfits to the UI in CAS but clicking on that tab resulted in nothing: no outfits to edit.

What I did find is that I can actually click on the dresser and have her change into the correct career outfit and she'll keep it on when she goes to work. This is seperate from the EditCareerOutfit and I'm not sure if it's default game or AM related. *shrug* It works, though she still tries to dress like she's auditioning for Saturday Night Fever if left to default.

Now I just need to dig up some more info on the NULL KEY lifetime rewards.

----

@Sandman - I don't know if the announcements you are getting are from AM or ISM but AM does have a story announcement. Disabled by default but when enabled it does all those things you are saying you are getting: jobs, moves, marriages, pollinations. I don't recall it announcing births but I don't think I've had any birhts in a good while either.

You *can* use AwesomeMod and IndieStone together. You *can not* use AwesomeStoryMode and IndieStoneMod together.
ASM is (inside) AM, not enabled by default and not exactly the same thing as AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 29, 03:22:47
No I don't think it is Awesomod either simply because like you said when ISM is in story mod AM isn't. In my case it diffinately was ISM because it was set to kill off my sims. When I changed it to off it stopped doing it. And why it was killing them off, I don't know my town isn't that big. I only have about five custom families.

Maybe AM is better at populating the town but if ISM is set to global immergration off the ISM shouldn't blow up the town with Sims, evidently it does with it turn on. I would rather create all my sims myself rather than let the game create them anyway. That way I can have the best features of both mods.

I really wish someone would either figure out how to teleport or create a way without using testingcheatsenabled true (someone said it would kill your computer...:(. I got hooked on it in Sims 2  And that telport pad is a nuisance it would be faster just to hale a Taxi.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2009 September 29, 03:24:14
The story announcements are part of AwesomeMod not AwesomeStoryMode.



Is this confusing enought for you yet?  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 September 29, 03:29:21
You do not receive birth announcements with AM, though it would be nice (hint hint).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 September 29, 03:42:24
Maybe the announcements are new to the newer updates. The one I was trying to use was old. I didn't realize he was updating them.

However I don't think (unless it is new) it has the option to customize each lot for allowing or not allowing aging, births, relationships, immergration, careers, and radom deaths. I like to slow my favorite sims down the babies grow up way too fast just like in real life...:( And I don't want my favorite sims marrying just anyone and I certainly don't want them to die or get old. I don't let them get past adults.

If there is a way, is has to be selected from the cheat window and it is much easier to to use the cell phone and pick the options. You don't have to keep a list of the options you just click what you want to select.

I am tempted to uninstall ISM to see what the difference is but my game is working too good right now to mess with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 September 29, 03:57:51
You can get birth announcements with Buzzler's Birth Control Mirror (see Pudding Factory).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 September 29, 04:15:50

Currently my little surgeon is working at the hospital dressed in this:

Any ideas how one might get her back into her labcoat?

What worked for me when I wanted my world renowned surgeon to look like a surgeon rather than a mad scientist, I dressed him in his work uniform, then used "editsim".  This put him in CAS in his work uniform, with the other work uniforms, as well as other clothing available to choose from.  I changed it, then clicked the check to get out.  He now uses his new uniform when he goes to work.  Make sure your sim is in their work uniform when you enter "editsim".



While I'm asking questions here...I also have a problem with moving sims out of my house. As the teens become young adults, I want to move them out. However when I have them use their cell phone to move, the game gives the sim moving out all of the family funds and leaves nothing for the rest of the family and then it won't let me accept the move unless I make the sim moving out the active household. I want them out and to keep playing the rest of the family. Any thoughts?

What happens, and I got caught the first time also, is that the sims moving out are allocated a small amount of the family funds (a good idea, and better than the random handout from TS2), and you have the option of 'Kick Out" or select a house or vacant lot for them.  IF you select a vacant lot, or a house, which is worth more than the funds allocated to your moving sims, the balance it taken from the remaining family funds.

Basically, if your family funds are $60,000, and your sims are given say $15,000 (can't remember the exact percentage used) when they first move out, if you kick them out, the game either makes them homeless and/or eventually moves them into s suitable place they can afford with their $15,000.  If you have them buy, and move into, a vacant lot or a house worth less than $15,000, they move and their funds are reduced by that amount.  However, if you were to select to move them into a house that cost $55,000, they move into the house with zero funds available, and the extra $40,000 to buy the house is taken from the rest of the family funds, meaning your main household has $5,000 left.

When you go looking for a house/lot for your moving sims, the game will allow you to buy any lot that can be afforded by the current household funds.  You either just kick then out, which I do if I am not interested in playing them, or worried about what the game does with them, otherwise, pay close attention to the cost of the house/lot you want to move them into, and make sure it stayes below, or close to the funds they have been allocated when they move out.

Hope that made sense and I haven't overly confused you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 September 29, 06:02:47
While I'm asking questions here...I also have a problem with moving sims out of my house. As the teens become young adults, I want to move them out. However when I have them use their cell phone to move, the game gives the sim moving out all of the family funds and leaves nothing for the rest of the family and then it won't let me accept the move unless I make the sim moving out the active household. I want them out and to keep playing the rest of the family. Any thoughts?
I haven't seen it NOT let you accept the move, since I just tested it and was able to kick someone out of the house, retaining my active fambly. However, when moving multiple sims out of the house and NOT making them the active fambly, there has to be sufficient "space" to move them into, the game won't let you move them into a house with insufficient ports.

What happens, and I got caught the first time also, is that the sims moving out are allocated a small amount of the family funds (a good idea, and better than the random handout from TS2), and you have the option of 'Kick Out" or select a house or vacant lot for them.  IF you select a vacant lot, or a house, which is worth more than the funds allocated to your moving sims, the balance it taken from the remaining family funds.
This is working as designed. The autosplit works as defined, but if you want to buy them a better house than what can be strictly afforded, you can, in which case there is no extra cash, just the house.

Basically, if your family funds are $60,000, and your sims are given say $15,000 (can't remember the exact percentage used) when they first move out, if you kick them out, the game either makes them homeless and/or eventually moves them into s suitable place they can afford with their $15,000.
It's not a fixed percentage, it's a split based on X/(X+Y), where X is the number of adult+ sims moving out.

If you have them buy, and move into, a vacant lot or a house worth less than $15,000, they move and their funds are reduced by that amount.  However, if you were to select to move them into a house that cost $55,000, they move into the house with zero funds available, and the extra $40,000 to buy the house is taken from the rest of the family funds, meaning your main household has $5,000 left.
That is correct and working as designed.

When you go looking for a house/lot for your moving sims, the game will allow you to buy any lot that can be afforded by the current household funds.  You either just kick then out, which I do if I am not interested in playing them, or worried about what the game does with them, otherwise, pay close attention to the cost of the house/lot you want to move them into, and make sure it stayes below, or close to the funds they have been allocated when they move out.
Actually, it doesn't matter what you do. The inability to accept the move appears to stem from either buying a house that was COMPLETELY unaffordable, or buying a house with insufficient docking space for an inactive fambly. An active fambly can move onto any empty lot or partially constructed house, but famblies you are abandoning to the game engine require a house with sufficient bed and fridge coverage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 September 29, 13:35:39
Wizard and JM - I appreciate your explanations and I know that is how it is SUPPOSED to work. Obviously I have something borked in my game (I'm thinking in this neighborhood). When I try to move one single sim out and BEFORE I select either Kick out, House or Empty lot, the screen already shows the sim moving out with all the family funds and the rest of the family with nothing. So I have something messing with AM to screw up your money split. It was working fine and now it isn't (at least in this neighborhood). One occurrence, the sim would be taking the whole $253,000 simoleans the family had and I tried to move her into a $48,000 house which I know has 4 beds and 2 cribs. The only way it would work is if I made her the active family. This would be fine and then I would switch back to the original family and use the money cheat to correct both household funds except she then has everything that was in the family inventory (paintings, gems, etc) that I wanted the original family to keep. I may just have to give up and start a new neighborhood because I think this one got screwed up a long time ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 September 29, 20:05:40
I noticed you added the stupid trait to awesomeMod.  I was looking at the trait XMLs and they all seem to have what is called "setNumber".  Can you tell me where to find the setNumbers so I can try to alter them?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Erwenla on 2009 September 30, 13:29:25
I know I'm new and already asking! *covers head*. I am actually a kinda long time member of PMBD and I have been scolded there enough so I just thought I needed to say that have made a looooong research and have not come to find an answer to this issue I'm having.
I am using AM (duh) and when I had baby #7 and there were 9 sims in the household, the father (sim #1) dissappeared from the freakin' list. I just seem to be able to select him by spacebar or right-click. Is there any way around it?
Another thing: is there any feat I can use to have a girl??? I am tired of boys!!! All 7 of them and no girls!!


Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Erwenla on 2009 September 30, 13:51:31
Noted.
Thanks! I guess it's watermelon for my sim until she gives birth!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 September 30, 17:05:40
Noted.
Thanks! I guess it's watermelon for my sim until she gives birth!
Just eat 3 watermelons and no apples. Then your sim can eat whatever her heart desires. Fruit pancakes don't count also.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Naples on 2009 September 30, 17:48:07
To have girls, change what your Sim eats during pregnancy. Watermelon food gives girls, apple food gives boys.

Did this get changed back again? After the 1.3 patch this no longer worked for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Naples on 2009 September 30, 18:00:44
Thank you Jordi, that is good to know and makes since as to why the Autumn Salad, and Watermelon Pancakes were not working. Now I'm off to give that a try!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 01, 06:08:06
Wizard and JM - I appreciate your explanations and I know that is how it is SUPPOSED to work. Obviously I have something borked in my game (I'm thinking in this neighborhood). When I try to move one single sim out and BEFORE I select either Kick out, House or Empty lot, the screen already shows the sim moving out with all the family funds and the rest of the family with nothing. So I have something messing with AM to screw up your money split.
Well, something can't be screwing with the money split AND still be running AwesomeMod. Are you sure AwesomeMod is even running?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 October 01, 11:22:55
Well, something can't be screwing with the money split AND still be running AwesomeMod. Are you sure AwesomeMod is even running?

Sorry J.M., I'm really beginning to feel like a tard, but I can use Supreme Commander and set households to Sacred, so wouldn't that mean the AM is running? I didn't try moving anyone else out again (as I don't have anyone to move out). I may switch households just to give it a try later after work. I just am really thinking this neighborhood is borked since it is the one I have posted about with no busses, screwed up relationship panels, etc. The only thing is that the sim I am trying to follow has had an interesting life thus far and I wanted to see it played out. So for now I am just dealing until this neighborhood drives me insane enough and I move on. (Unfortunately...or fortunately?...I have a high tolerance for insanity!  ::))


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 October 01, 22:20:43
Nice to know for me too I have not had one male child born since I have been playing and I got the game when it was released. Only girls. I am getting over run. I will remove the hack I have for the fruit thing and try feeding apples to my pregnant sim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 October 01, 22:55:48
gtachampion:
Quote
I just am really thinking this neighborhood is borked since it is the one I have posted about with no busses, screwed up relationship panels, etc.


A couple of versions of AM ago, I also stopped getting school buses in the morning. I assumed this was intentional, because those buses are huge resource hogs. Plus, if you have several kids, you no longer have to deal with the whole 'getting in line to get on the bus' and the long delays this causes, and then have some of the kids end up missing the damn bus because the time ran out. So I don't miss them one little bit, and my kids now ride their bikes to school. Everything else seems to be normal in the 'hood I'm playing so I think this is not a bug, but if this is not normal I'm sure someone can correct me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 02, 05:00:21
I haven't done anything to the school bus, but if it's broken because of an EAxian action, I ain't fixing it. In MY day, you had to WALK 10 miles to school, through the snow, uphill and against the wind BOTH ways, while the Japanese would try to bomb us. AND WE LIKED IT!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 02, 05:40:42
I haven't done anything to the school bus, but if it's broken because of an EAxian action, I ain't fixing it.

You'll probably have plenty of things to fix when the EP gets out there, given EAxis's inability to get anything remotely right, even after several attempts.

Just to add, I haven't had an issue with school buses, they work fine for me.  I just wish they wouldn't turn up honking for an hour when my child/teen sims aren't home.  I often send them fishing or to the library if they have time before school starts, but the bus still turns up honking away for an hour.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: darnregistration on 2009 October 03, 04:01:54
A while ago, I did a wolfing run, because it was the only way to get the Sims 3 to run overnight and get the neighborhood to change without interruptions. I ended up on week 29, day 3 (198 days later), and something was wrong: there were heavily pregnant women everywhere who were "0 days to elder", including Sims from the first day like Holly Alto and Blair Wainwright, who should already have been dead years ago. In fact, out of the 20 households in Sunset Valley, only about 4 of them didn't consist of either a single pregnant woman, or a pregnant woman with her elderly husband.

I was on Normal lifespan, am using the latest patched version of Sims 3, used ISM and the latest version of Awesomemod and no other mods, literally not touching anything before or during the run.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 03, 04:22:05
That should be fixed now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: darnregistration on 2009 October 03, 05:16:14
Well, I only downloaded AwesomeMod October 1st. It may be possible that the mirror didn't get updated right at that moment, so I'll try downloading from the other mirror and doing another run tonight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 October 03, 15:39:56
A couple of versions of AM ago, I also stopped getting school buses in the morning.
Are you using Twallan's career mod? This disabled the school buses. It's supposedly reenabled in the current version.

I FINALLY solved the mystery of the missing school bus (at least in my game)!  ;D

At your suggestion that Twallan's career mod was at fault (although I have the most current version), I removed all of Twallan's mods that I had and started a fresh Riverview and chose the Brokes to play (since they have children).  Result - no school bus still.  I then also removed AM and restarted again. Result - still no school bus. I was beginning to think school buses were lies and propaganda.

So next I removed all my CC and restarted again. Lo and behold, it was a school bus!! The first I have seen in TS3!

Now I had to find the problem, so I put everything back in and removed all the mods except Twallan's and AM. Result - no school bus. WTF! >:(

So back in went the Hacks folder and out came the Misc which contains only objects (vehicles, furniture, paintings, plants, etc.). Once again I loaded up the Brokes and was I shocked when the school bus actually showed up. I couldn't think what object would stop the school bus from coming. After analyzing what was in the folder, I decided that when I downloaded all the community vehicles that someone on MTS had unlocked, the school bus must be the problem. I removed just that file and when I reloaded the Brokes, I got the school bus! Mystery solved!  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 October 03, 15:42:53
Did you at least clear your Cache?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 October 03, 16:19:32
Yes I forgot to state that I cleared my cache before every restart. I always do that on a normal basis anyways.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: escagirluk on 2009 October 03, 18:28:37
I was wondering, is the same sex test tube science lab babies still in the works, or has it been implemented yet? (Or has it been completely scrapped?)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 October 03, 18:43:07
A couple of versions of AM ago, I also stopped getting school buses in the morning.
Are you using Twallan's career mod? This disabled the school buses. It's supposedly reenabled in the current version.


Yes I do, and after I learned this was not anything AM related, one of Twallan's hacks was my next guess as the cause. Thanks for saving me the effort of finding out which one might be causing this. Like I said, though, I don't miss the buses so I'll have to think about whether I want to update Twallan's mod or not!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dolldrms on 2009 October 03, 18:54:44
I've only had AM with the story driver enabled installed for a little over a week.  I've noticed that my inactive sims are not going to work or school and am perplexed as to why not.  I left the default options as they were for careers, jobs and school in the config file, which I think should be the correct thing to do.  I'm sure this most likely isn't a widespread problem for people or there would be more posts on the subject.  Hence, what I would like to know is if it is possible that if AM is introduced into a well established neighborhood that some of its features just don't kick in?

AM is installed properly.  I can show config, set config and use AM commands.  I currently have the 10/1/09 6:23 pm version.  I do try to be conscientious about updating to new versions as they become available.  I have cleared cache files and the game runs smoothly.  The only other problem that I have experienced is the unexpected arrival of the repoman on 4 occasions.  I have unified billing disabled to get some families established and think it is caused somehow by a change of household on a day that bills are to arrive.  A switch back a couple of days later to the family that the neighborhood originally opened with sometimes has the repoman just show up.  There is no warning that bills are unpaid, he/she repoman is just on the way.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 October 03, 20:21:13
I had a problem with inactive, sacred sims not going go work unless I selected them and made them go with the ASM when I first started using it.  After I had played each household once, they started going on their own.

But it started again when my sims had a baby/toddler in the house.  Some go to work fine, others have to be sent.  I'm wondering if it has anything to do with having a little one that requires a babysitter when the parents are gone?  When I was having this problem the first time around, there was a toddler in those houses as well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dolldrms on 2009 October 03, 23:09:57
I had a problem with inactive, sacred sims not going go work unless I selected them and made them go with the ASM when I first started using it.  After I had played each household once, they started going on their own.

But it started again when my sims had a baby/toddler in the house.  Some go to work fine, others have to be sent.  I'm wondering if it has anything to do with having a little one that requires a babysitter when the parents are gone?  When I was having this problem the first time around, there was a toddler in those houses as well.


Thanks for the reply.  So far, playing the households more than once hasn't fixed the issue.  I only have 2 households marked as sacred but the not going to work or school applies to all families in the neighborhood.  I'll just keep playing and switching around to see if anyone starts going on their own.  I can see where a baby/toddler in the house could cause a parent not to leave since they can't be left unattended but I have it happening where no baby or toddlers are present on the lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: darnregistration on 2009 October 04, 02:31:10
Sorry for the delay, my wolfing run got interrupted during the night, and I had to keep it going all day. No, the problem is still there. But there are also a few cases of Sims who are elders and have full life bars, but for some reason won't die. Right now, I'm watching a woman with a full bar at 111 days old; this is still on a normal 90-day lifespan. Could someone please give me some help?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 04, 02:57:14
Elders don't magically die when their lifespan bar fills up, that's only when they start to run the risk of dying. The nature of random numbers means that an elder can live indefinitely, as they are no more likely to die on any given day than they were the previous day.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: darnregistration on 2009 October 04, 03:14:45
Elders don't magically die when their lifespan bar fills up, that's only when they start to run the risk of dying. The nature of random numbers means that an elder can live indefinitely, as they are no more likely to die on any given day than they were the previous day.
Okay, yes, the old woman finally died at 117 days. That was an overreaction on my part, trying to find as many out-of-place things as possible to give a full prognosis.

I've been checking around, and it seems it's not just adult pregnant Sims who won't celebrate their birthdays; young adult pregnant Sims won't move onto the next stage either. Everyone else, it seems, is aging up just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Naples on 2009 October 04, 04:07:50
Pregnant Sims will not have a birthday until after they deliver. I did have a problem where a Sim got pregnant but wouldn't deliver, ever, so I had to falconpunch her and bam she aged up the next day. Is this your problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: darnregistration on 2009 October 04, 04:55:23
Well, I suppose that would work. If it was just one Sim, and it wasn't happening throughout the entire neighborhood. I don't exactly want to zoom out every few weeks to perform maintenance work on every pregnant woman in the neighborhood. Perhaps there's a bug somewhere in the pregnancy code. Or does it happen in the main game as well (with or without patches)?

Dang it, I just wanted to do a simple wolfing run, not debug a third-party mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: varmint on 2009 October 04, 05:41:40
Thanks for the reply.  So far, playing the households more than once hasn't fixed the issue.  I only have 2 households marked as sacred but the not going to work or school applies to all families in the neighborhood.  I'll just keep playing and switching around to see if anyone starts going on their own.  I can see where a baby/toddler in the house could cause a parent not to leave since they can't be left unattended but I have it happening where no baby or toddlers are present on the lot.

Sims not going to work or school is, in my experience, an EAxis issue. It happens to me eventually in every neighborhood I've started, sometimes sooner, sometimes later, but eventually they just stop going on their own. Awesomemod doesn't fix this completely, I think because the solution of just forcing everyone to go is too crude and inflexible. Storymode will catch a few of the slackers and send them off, but it definitely doesn't force everyone to work once the problem starts. I use twallan's work pusher mod, which gets the job done, but it uses the brute force approach. Forget taking a day off work if you have the Vacationer perk - it won't let you.

And funny you should mention toddlers - even with the work pusher installed, the occasional sim will resist the push, and 90% of the time I find them standing in the garden with a toddler. I don't think it's so much that they need a babysitter, it's just that between going inside, putting down the spawn, and heading to work, the work command gets blown out of the queue somehow.

Sorry for the delay, my wolfing run got interrupted during the night, and I had to keep it going all day. No, the problem is still there. But there are also a few cases of Sims who are elders and have full life bars, but for some reason won't die. Right now, I'm watching a woman with a full bar at 111 days old; this is still on a normal 90-day lifespan. Could someone please give me some help?

A 90-day lifespan doesn't mean that sims will automatically croak at 90 days. It means that once they get to 90 days, there's a certain percent chance every day that they're going to die. As far as I can tell, this is NOT cumulative, so there's a chance that some sims could live a very long time if the random roll is on their side. I was playing on a 360 day lifespan in one neighborhood, and freaking Nick Alto would. not. die. I think he was 470 when he finally bit it.

EDIT: Bleh, what Pescado already said while I was typing  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 October 04, 13:43:13
I tried the work pusher mod and didn't see that it made any real difference in sending sims to work.  I was having another problem with inactive chosen sims advancing by 2 or 3 job levels in a matter of a day or two and I took that mod out, which seemed to stop it.  May have just been my game, though.  I don't have many mods and it didn't start until after I put the work pusher in.

And yes, my parents who don't go and need to be pushed are always standing by the garden with the toddler.  Is this an EAxis thing?  Does the game send everyone to the garden when they're inactive at home?   Sims will gad about town like I'd expect, but it seems like when they're at home they spend a lot of time hanging around the garden.  Sometimes they just stand there, other times I can see them playing with the sprinkler.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LearnSomethingFromThis on 2009 October 04, 15:57:06
Is there a way to make sims of different life stages siblings in CAS?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Darksmurf on 2009 October 04, 17:31:32
Is there a way to make sims of different life stages siblings in CAS?
Already possible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LearnSomethingFromThis on 2009 October 05, 19:46:48
Is there a way to make sims of different life stages siblings in CAS?
Already possible.

How? It won't give me the option when I try to make a young adult sibling to a teenager.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2009 October 05, 22:17:38
Is there a way to make sims of different life stages siblings in CAS?
Already possible.

How? It won't give me the option when I try to make a young adult sibling to a teenager.

Does the teenager already have an adult parent?  I don't think adults can be parents to young adults


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 06, 03:53:47
How? It won't give me the option when I try to make a young adult sibling to a teenager.
Due to the fact that the base UI only permits 2 different relationship options to be displayed, some options cannot be displayed under normal circumstances. To create a YA that is a sibling to a 12, parent them both to the same sim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ghostie on 2009 October 06, 07:55:27
I just put in the awsome mod & apparently it has expired & I can no longer use the game.
Is there a more recent version coming up ?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: catshirlann on 2009 October 06, 08:31:34
Could someone please help me? Using AwesomeMod, I enjoy giving my sims over 5 traits. When I click on "special" in my sim's social interactions,not all the traits are shown. I really thought I had read somewhere that there is a way to make more options to show up and click on. I tried a search in vain. Thanks in advance for any help given.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 06, 12:05:30
Could someone please help me? Using AwesomeMod, I enjoy giving my sims over 5 traits. When I click on "special" in my sim's social interactions,not all the traits are shown. I really thought I had read somewhere that there is a way to make more options to show up and click on. I tried a search in vain. Thanks in advance for any help given.

Probably because not all of the traits have "Special" interactions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 06, 12:54:22
All the traits that actually HAVE applicable specials show, but not all traits have a Special action, and not all the special actions they DO have are necessarily applicable to the target, so won't appear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 October 06, 18:20:28
Elders don't magically die when their lifespan bar fills up, that's only when they start to run the risk of dying. The nature of random numbers means that an elder can live indefinitely, as they are no more likely to die on any given day than they were the previous day.

On the extended lifespan I had a guy live 320 days (the bar runs out at 192 or so). I finally killed him myself. I sort of regret that now because I wonder how long he would have gone. He outlived everyone in his own generation and the next. I was appalled when he became a boyfriend to the great-great-granddaughter of one of his peers (that I had made at the same time I made him). He had achieved all of the athletic challenges, so that contributed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: catshirlann on 2009 October 07, 05:22:51
Wizard merlin and J.M. Pescado, you both have my gratitude. I now understand why some of the traits don't show up when I click on "special". :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ghostie on 2009 October 07, 05:44:14
Why haven't you even tried redownloading it? BE LESS STUPID.
I have tried 3 or four times !


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krevetti on 2009 October 07, 08:50:39
I have tried 3 or four times !

Sure you have.
Maybe the mod doesn't really even exist and this whole site is a cruel prank to get people's hopes up, make them feel stupid and offer cheap laughs for the selected few who know the joke?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: westlife on 2009 October 09, 15:03:40
Hi Everyone, I don't know if I am in the right place but here goes.

I downloaded Delphy's Framework Install Monkey For Dummies and installed it into c:program files/electronic arts/the sims 3. And then I downloaded AwesomeMod and installed that into the mod packages. The problem I'm having is that my game will load up to choose what family I would like to play but then it crashes without warning.  I have version 1.2.7.00002 sims 3 installed.  Could anyone help me?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simsample on 2009 October 09, 15:28:12
Read the manual, especially the bit about compatibility:
http://alpha.moreawesomethanyou.com/ts3/awesome/rtfm.txt
You should always read the manual carefully BEFORE you install anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: westlife on 2009 October 09, 15:42:59
Ok I Will do. I left the Delphy's Framework Install Monkey For Dummies installed on my laptop but deleted the AwesomMod out of my packasge folder and my game works fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 October 09, 16:03:47
Are you really that dense?
PATCH YOUR GAME!
Awesomemod is not compatible with 1.2.  Try patching to 1.3 or 1.4.  Call me crazy, but it just might work.

Quote
Base Game Version 1.3.24 or 1.4.6. Compatible with all Awesomeware.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: westlife on 2009 October 09, 16:18:26
I'm Sorry. I have fixed my problem now, but could anyone tell me how I get more than 8 sims in my house please? And yes I know I'm stupid


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 October 09, 16:27:56
I'm Sorry. I have fixed my problem now, but could anyone tell me how I get more than 8 sims in my house please? And yes I know I'm stupid

You are doing this on purpose aren't you?  Either that, or you are entirely too stupid to be using Awesomemod.
*takes a deep breath
If you wish to use Awesomemod, you must RTFM!  You have even been given a link.  You should have already read it to solve your earlier compatibility/crash issue.  In this wondrous manual, you will find the answer to that which you seek.  HINT: it is under "CAS Features".  I am done holding your hand.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 October 10, 02:17:41
I'm Sorry. I have fixed my problem now, but could anyone tell me how I get more than 8 sims in my house please? And yes I know I'm stupid

Well, see, when a boy sim and a girl sim fall in love, and there's six other sims in the household....


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 12, 18:41:00
I want to confirm something:  A Pedo Sim does not become a RSO unless observed in the act, correct? So what entails being observed? Observed by the Pedo's victim? Observed through a window? Observed by other Sims nearby? If a Pedo Sim has a young companion who he or she does not sexually molest until he or she has brought said companion into the privacy of his or her own home, does that mean Pedo never evolves into a sex offender?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 12, 19:04:58
I want to confirm something:  A Pedo Sim does not become a RSO unless observed in the act, correct? So what entails being observed? Observed by the Pedo's victim?
It has to be a third-party observer who is not pedo-related.

Observed through a window? Observed by other Sims nearby?
Other sims nearby will do it. I don't know if the game will actually raytrace through windows to determine this.

If a Pedo Sim has a young companion who he or she does not sexually molest until he or she has brought said companion into the privacy of his or her own home, does that mean Pedo never evolves into a sex offender?
Right.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sifaradia on 2009 October 15, 13:09:22
I need some clarification regarding household aging, story progression and blessed households.  I've read through all these threads but not sure what I need to do to play the way I want to play.  I understand that the game's built-in story progression is really crap and does exactly what I don't want it to do, hence the Indie or Awesome alternatives, but not sure what to use exactly or if necessary even.  What I'm interested in is basically the same gameplay as in TS2 - so, I've enabled TS2-style aging in the AM configtool.  My question is, if now aging only occurs in the active household, is blessing a family necessary, or using either Indie or AM story progression to improve it? 

I have about six different families that I've created which I like to play in turns - a couple of sim days each, keeping them aging more or less at the same rate, I hope, by having TS2-style aging on.  If I also bless these families, will this counteract the TS2-style aging, or if I use either AM or Indie progression?  I'm just not sure exactly how these work together. Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moosemonk on 2009 October 15, 14:08:25
If I also bless these families, will this counteract the TS2-style aging, or if I use either AM or Indie progression?  I'm just not sure exactly how these work together. Thanks.

As far as I know, blessing families only makes them immune to story progression. It shouldn't have any effect on aging.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sifaradia on 2009 October 15, 14:26:09
I just realized I've most likely misunderstood what aging is regarding story progression.  Like I said, I have TS2-style aging enabled and I just played two sim days with my first family - from move-in day Sunday to Tuesday morning.  I went to play a second family never played before and it's Tuesday morning.  So, does this mean this second family has not aged yet since I haven't played them but time still progressed??  I definitely don't want this to happen to my custom families - I want to play one, then the others in order, all starting from the same days (not sure if I'm explaining this clearly).  So, before I start all over again, is this possible?  Is this what bless does?  Or is this something that can be done with either AM or Indie progression?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 15, 14:38:34
Time in the neighborhood is unified, so if it is Tuesday in one fambly, it's Tuesday everywhere. However, if TS2 aging is on, sims of other famblies should not increment their ages, although they might still transition if you zapped out while they were queued for age-up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sifaradia on 2009 October 15, 14:58:19
So, if I played two sim days with my first family with TS2 aging on, can I assume that NOTHING has happened with my other unplayed as yet families those past two days (Monday and Tuesday)?  Kids in my other families didn't need to go to school or adults to work, etc.?  Is there a point to blessing them if TS2 aging is enabled?  Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 October 15, 15:49:29
TS2 aging only affects the aging of the sims.  If you truly wish for nothing to happen to any of your sims while you are not playing them, you must turn story progression off.  Indiestone will override this setting, so don't use it if you wish to turn it off.  "Blessing" a household works in conjunction with Awesommod story progression to stop those households from being affected by story progression while you are not playing them.  Obviously, it would be silly to "bless" your entire neighborhood, so it is mostly designed for those few households you actually want to play, if you are a household switcher.
TS2 aging is global, though, so NO sims will age if you are not actively playing them.  If you wish to have only the households you actively play not age when you are not playing them, allowing the rest of the hood to age, you can use Indiestone (or twallan's) "stasis" mode while not playing the household.  This setting prevents aging and story progression from occurring within the unplayed household.  Be forewarned, though, it does not always work the way it should, and there will be a lot of school failure and poor work performance upon returning to the household.

If you really want to play TS2-style, I would suggest playing TS2.  TS3 is designed to be played differently and will force you to alter your play-style accordingly.  Unless you like beating your head against a wall.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 15, 15:59:04
If you wish to have only the households you actively play not age when you are not playing them, allowing the rest of the hood to age, you can use Indiestone (or twallan's) "stasis" mode while not playing the household.  This setting prevents aging and story progression from occurring within the unplayed household. 

Isn't the exactly what blessing families through AM does?

So far I use the IS option of sticking families I want to play later into Stasis mode, but I'm sick of IS, so I thought I'd switch over to AM story-mode and just use the sacred command instead of stasis. That works the same, yeah?

Also, I'm sure I read somewhere that I need to, what, go around the neighborhood installing cribs in houses in order to keep the population at an even keel? I searched the forums for "crib" but couldn't find any postings that made sense regarding this, so now I have to ask. I don't really want my population to die out because I didn't put cribs in every house in the town...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 October 15, 16:11:25
"Blessing" (with AM story driver) does not prevent aging, just story progression (moving, marriage, pregnancies, etc.).  "Stasis" (with IS driver or twallan's driver) will prevent aging in addition to story progression.

I placed cribs in about half of all existing households in the hood.  Some households have more than one crib.  The "breeders" (those with "family-oriented" trait) flock to those households.  If you find your population is getting out of control, remove cribs.  If you find it is not growing, add more.  AM story progression is far superior to Indiestone, in my opinion, because everything it does makes sense. You will lose the "stasis" ability, however, as there is no true "stasis" with AM.  You can turn TS2 aging on and off to get this effect, but I found the process too tedious to keep up with and just changed my playing style, accepting that when I switch households, aging will happen.  Just do not forget to enable story progression in your game options to turn AM story progression "on" and set your config to "informonstoryaction (or whatever it is called) true" so you get the notifications when something happens.  YOU WILL NOT GET BIRTH ANNOUNCEMENTS!  Hint hint, Pescado.

After switching from Indiestone to Awesomemod story progression, I would never go back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 15, 16:18:47
Ah, crap. The lack of ageing in IS's Stasis mode is the only reason I'm still even using IS. Thanks for warning me before I switched it.  I don't want TS2 style ageing in the whole 'hood, I just want to have MY SAY with certain families. I assume Twallan's stasis mode is not compatible with AM any more than the ISM's is...?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 15, 16:24:38
"stasis" mode is actually an EAxian functionality that is buried, and both ISM's method for enabling it and Twallans are probably the same and exist independently of AwesomeMod, and will continue to persist even if all hacks are removed, because it is actually an EAxian functionality that normally cannot be accessed, but will continue to exist independently of any mod once turned on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 15, 16:47:30
But stasis mode is not sold separately, so if you want to use it, then you need to add Twallan's story progression mod in place of yours.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 October 15, 18:07:39
But stasis mode is not sold separately, so if you want to use it, then you need to add Twallan's story progression mod in place of yours.

Or Indiestone, correct.  AM story driver works best with AM, though.  If you do make the switch, make sure you disable "stasis" in all households where it is enabled, or it will carry over...even without the specific mod that uses it, as Pescado states.  Better yet, start a new hood, which is what I did.  People, you do not need "stasis" like you think you do.  You get used to it.  AM story driver is so much better (in my opinion) that you will hardly miss that little feature.

Edit: clarification


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 October 15, 21:02:33
But stasis mode is not sold separately, so if you want to use it, then you need to add Twallan's story progression mod in place of yours.

Try Buzzler's Aging Control in the Pudding Factory. I haven't used it - I like my people to age - but I can recommend his mirror for birth control.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 October 15, 21:13:27
"stasis" mode is actually an EAxian functionality that is buried
How is this actually called or where is this buried? I searched in reflector for debug, stasis, freeze, hold, stop and basically all synonyms I could think of, but didn't find this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sammie on 2009 October 15, 22:51:34
Hey this problem might of already been solved but i couldn't find it.
I've just downloaded and installed awesome mod and tried to use lifetimehappiness but it doesn't work, just tells me it doesn't exist.
Any ideas?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 16, 00:28:48
How is this actually called or where is this buried? I searched in reflector for debug, stasis, freeze, hold, stop and basically all synonyms I could think of, but didn't find this.
It's a flippybit on the simdescription. The same thing you're flipping that pauses aging is the stasis flippy. Another flippybit is used to shut off motive decay, which is how ISM locked motives for Wolfrun. These flippybits are EAxian in origin, anything can toggle them, and they will thus persist after the toggler is removed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 16, 06:25:18
Hey this problem might of already been solved but i couldn't find it.
I've just downloaded and installed awesome mod and tried to use lifetimehappiness but it doesn't work, just tells me it doesn't exist.
Any ideas?

You need to enable the cheat codes first, like "enabletestingcheats true" before it will work. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sammie on 2009 October 16, 07:59:08
You need to enable the cheat codes first, like "enabletestingcheats true" before it will work. 

i have done but it doesn't work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 16, 09:31:40
You need to enable the cheat codes first, like "enabletestingcheats true" before it will work. 

i have done but it doesn't work.

Try typing in help, and seeing what appears in the list.  I can't remember if the lifetimehappiness is a testing cheat or a debug one.  Might need debugcommands or debuginteractions.

With each one enabled, the help command will show whats available.

If the list shows lifetimehappiness, check the spelling, etc.  If it is in the list but still says unknown, or whatever, then you have a problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 16, 18:40:36
Wait a second. Just stumbled upon this. http://www.moreawesomethanyou.com/smf/index.php/topic,16983.0.html Isn't that, combined with AM's "sacred" option, more or less, a stand-alone stasis? Is this a workable option if I want to use the Awesome Story-Driver + have a stasis option? It seems my dreams are not so far out of reach... ?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 16, 20:42:56
Yes, the Aging Control, if you use it to freeze a sim's aging by setting the flippybit, will halt aging. If you are using AwesomeStory and set Sacred, storymode will ignore that sim, so the sim in question will essentially have their macro-state preserved akin to TS2. Unlike TS2, however, micro-state, like the specific thing they are doing or their current motives, are not preserved and the entire neighborhood continues to "act", and they will still be able to gain job performance, be promoted, and earn money, so it's not quite like TS2. Ultimately, you should probably let go of TS2-style modes of thinking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 October 16, 21:01:14
It's a flippybit on the simdescription. The same thing you're flipping that pauses aging is the stasis flippy.{...}
Oh, alright. When I read "stasis", I imagined something less ordinary. You know, liquid nitrogen, lots of steam, this typical hydraulics' whining ... that stuff.

Wait a second. Just stumbled upon this. http://www.moreawesomethanyou.com/smf/index.php/topic,16983.0.html Isn't that, combined with AM's "sacred" option, more or less, a stand-alone stasis? Is this a workable option if I want to use the Awesome Story-Driver + have a stasis option? It seems my dreams are not so far out of reach... ?
Depends on what you expect from a "stasis" option. Like Pescado noted my mod is simply a "front-end" to access the already existing in-game aging switches.

Stasis in a TS2-style way is next to impossible. You'd have to save an awful lot of data for each household, and there's probably a fair chance to screw up the database's consistency, if you try to roll back the state after certain events.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 17, 02:58:39
Yes, the Aging Control, if you use it to freeze a sim's aging by setting the flippybit, will halt aging. If you are using AwesomeStory and set Sacred, storymode will ignore that sim, so the sim in question will essentially have their macro-state preserved akin to TS2. Unlike TS2, however, micro-state, like the specific thing they are doing or their current motives, are not preserved and the entire neighborhood continues to "act", and they will still be able to gain job performance, be promoted, and earn money, so it's not quite like TS2. Ultimately, you should probably let go of TS2-style modes of thinking.

Sounds perfect, and exactly what I want out of my game. It's no big deal if they progress with LITTLE things while I'm not watching, I just don't want them doing anything crazy like producing children and turning into elders.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sifaradia on 2009 October 17, 09:14:38
This sounds to be more or less what I'm looking for as well, except I still have a couple of points I need clarifying.  First, I enabled Awesome story mode and blessed the first and only custom family I played.  I dumped the others and re-moved them in and blessed them before actually playing them.  As far as I understand this, all I need to do now is set them all to aging off as a sort of default and remember to turn on aging when I play them, right?  So, question:  When I played one of my other families for the first time, they already had some relationships with townies and other custom sims established - not strong ones, probably just that they've met.  One of my blessed sims even had a want to be friends with another of my blessed sims who I haven't even played yet.  Is this NORMAL behavior for Awesome story driver/chosen setting or is something screwy?  Also, is Awesome story driver something that just works in the background or can I access settings via an object or the active sim or whatever?  Are there even settings to access like other story progression mods.  Still not clear whether this is something we can customize ourselves or if it's just a fix.  Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2009 October 17, 11:40:13
As far as I understand this, all I need to do now is set them all to aging off as a sort of default and remember to turn on aging when I play them, right?
Correct.

Quote
So, question:  When I played one of my other families for the first time, they already had some relationships with townies and other custom sims established - not strong ones, probably just that they've met.  One of my blessed sims even had a want to be friends with another of my blessed sims who I haven't even played yet.  Is this NORMAL behavior for Awesome story driver/chosen setting or is something screwy?
This is normal. The chosen trait will only save sims from Storymode generated events. Whenever Sims run in "high res" simulation, they do all the stuff Sims can do autonomously, with all the consequences to relationships, dreams&promises, motives etc.. They'll still go to work and gain/lose work/school perfomance, so if you suspend a chosen and employed Sim's aging, and leave him for 100 years or something, you will probably come back to see the Sim suffocate on all the money... To me, this isn't so much of a Sim in stasis but a Sim who doesn't age and doesn't do much while the world around him lives on (Now that I think of it, naming the main class DorianGray in my Aging Manager actually made sense.), but I'd agree if you said stasis was a more manageable description. ;)

You can see what's configurable on the AM's configuration page - not that much. There might be more hidden switches, Pescado's mods usually contain a lot of undocumented stuff. ;) On the other hand, I think configurability is nice and all, but Indie and twallan's Story Progession are a tad over the top for my taste. I don't see why the player should have direct access to the length of the alarm cycles for example. Something like that just attracts all the F-types to ask questions about the inner workings of the mod, questions whose answers they won't understand, then more questions are asked ... just thinking about it, gives me the creeps.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 18, 07:33:40
You can see what's configurable on the AM's configuration page - not that much. There might be more hidden switches, Pescado's mods usually contain a lot of undocumented stuff. ;) On the other hand, I think configurability is nice and all, but Indie and twallan's Story Progession are a tad over the top for my taste. I don't see why the player should have direct access to the length of the alarm cycles for example. Something like that just attracts all the F-types to ask questions about the inner workings of the mod, questions whose answers they won't understand, then more questions are asked ... just thinking about it, gives me the creeps.
Yeah, that's why I try not to provide such an overwhelming profusion of buttons that the players get confused. If you REALLY wanna know how to configure some of that shit and are actually qualified to do so and assess the consequences, the values in question can actually be tuned by XML...but you'd need the technical chops to find them. Which, really, should be trivial for anyone who'd actually be qualified to attempt it. For everyone else, they are magic and would make no sense to someone who does not have the ability to read the underlying formulas used.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 October 18, 11:53:32
Quote
Buzzler: I don't see why the player should have direct access to the length of the alarm cycles for example. Something like that just attracts all the F-types to ask questions about the inner workings of the mod, questions whose answers they won't understand, then more questions are asked ... just thinking about it, gives me the creeps.


OK, this I really have to address, because your statement is not logical.

There is a difference between learned behavior and innate preferences. A so-called MBTI "F-type" is perfectly capable of learning critical thinking and logical analysis, even when they prefer to use feeling-based judgements in their decision-making. And just because a T-type preferes thinking-style judgements does not mean that the criteria they use to make those judgements will always reflect flawless logic - as you yourself have just proven.  ;)

I think what you really mean is what Pescado said: anyone who does not have the technical ability to mod, regardless of MBTI preferences, would not find those options particularly useful. On that point I do agree!

Back to the topic: if I understand correctly, if one is using IS/Twallan's mod and they want to stop using it, as long as they turn off stasis before removing it then aging will resume?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 October 19, 17:20:23
Knock on wood...everything is working pretty well in my game. I update AM religiously, so no problems there except one little thing. I noticed that suddenly bills aren't payed automatically and I have unified billing enabled. I get the pop up that the bills are due and can click to pay them immediately which is fine but I thought they were supposed to be paid automatically. Did this get changed? No problem if it did as long as I still get notified. Just wondering.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shadow on 2009 October 19, 20:21:49
Knock on wood...everything is working pretty well in my game. I update AM religiously, so no problems there except one little thing. I noticed that suddenly bills aren't payed automatically and I have unified billing enabled. I get the pop up that the bills are due and can click to pay them immediately which is fine but I thought they were supposed to be paid automatically. Did this get changed? No problem if it did as long as I still get notified. Just wondering.  ::)

I noticed this, too. I didn't get a notice until the one that says the repo man is on his way. >:(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 October 20, 00:23:30
After evicting my family in order to save their custom built house to the bin, and then moving them back in, I immediately got a notice stating that the repo man was coming since I didn't pay my bills. I am pretty sure my sims paid their bills before I evicted them, but I suppose it's possible they didn't get paid and that's why I got the notice as soon as I moved them back in.

Correct me if I'm wrong (as if I really need to say that, lol), but I don't think AM automatically pays the bills in your active household. (Unless this is a change in AM that I've missed?) Previously the unified billing option meant that when the active household paid their bills (which they had to do manually), all the other non-played households bills were automatically being paid at the same time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 20, 00:42:08
Knock on wood...everything is working pretty well in my game. I update AM religiously, so no problems there except one little thing. I noticed that suddenly bills aren't payed automatically and I have unified billing enabled. I get the pop up that the bills are due and can click to pay them immediately which is fine but I thought they were supposed to be paid automatically. Did this get changed? No problem if it did as long as I still get notified. Just wondering.  ::)
Unified Billing doesn't auto-pay bills, that's Robotic Hand of God. Did you turn that off? THe Robotic Hand wil automatically trigger and banish the popup faster than you can see it. For other houses, the billing is automatically deducted because the mailman doesn't visit NPC households.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gtachampion on 2009 October 20, 18:01:41
Unified Billing doesn't auto-pay bills, that's Robotic Hand of God. Did you turn that off? THe Robotic Hand wil automatically trigger and banish the popup faster than you can see it. For other houses, the billing is automatically deducted because the mailman doesn't visit NPC households.

My bad. Yes I did turn off Robotic Hand of God. I didn't realize that was what paid the bills. I needed to turn it off because it kept cleaning up the dinner before anyone got a chance to eat it. It's okay though because I do get the message to pay my bills and can click it and have never had the repo man show up unexpectedly. Thanks for setting me straight J.M.!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Hellga on 2009 October 20, 18:11:50
Okay, shit ain't working. Do I absolutely HAVE to update my game past 1.2.7 to use awesomemod? I really don't want to  :-[


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 20, 23:47:39
Okay, shit ain't working. Do I absolutely HAVE to update my game past 1.2.7 to use awesomemod? I really don't want to  :-[

YES


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2009 October 21, 00:20:06
I thought I found somewhere a post that said awsomemod would not allow your sim to purchase the lifetime wish change reward, but i can not find that anywhere. The reason i wish to know if that is true (and my searched come up with out anything useful) is that Id like to know if my game is bugged or if this is a feature of the mod. Ive tried a few time to purchase that reward and it will give the pop up to choose the new lifetime wish, I can choose one but it will not change it.  This has been occuring for some time, with each new version of the mod and before I added the stand alone indie story mod. Would some one please point me to the thread if it exists to where it says if this is a feature or correct me if it is a bug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 October 21, 00:50:20
I thought I found somewhere a post that said awsomemod would not allow your sim to purchase the lifetime wish change reward, but i can not find that anywhere. The reason i wish to know if that is true (and my searched come up with out anything useful) is that Id like to know if my game is bugged or if this is a feature of the mod. Ive tried a few time to purchase that reward and it will give the pop up to choose the new lifetime wish, I can choose one but it will not change it.  This has been occuring for some time, with each new version of the mod and before I added the stand alone indie story mod. Would some one please point me to the thread if it exists to where it says if this is a feature or correct me if it is a bug.

It works alright for me without any problem.  You can't change a LTW after it has been fulfilled, but then in that case the option to buy the change usually isn't available. 

Your game might be bugged, but I did notice in my game that I could not change the LTW for a sim I downloaded and installed.  For all other in-game sims, either made by me or EAxis in the game, I can change the LTW just fine.  I have only downloaded one sim, so can experiment any further to check it out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 21, 02:29:08
I've never seen anyone complain about this here, that I noticed, so I'm guessing this occurrence hasn't anything to do with AM: But is there perhaps any Awesome-related reason why one of my Sim acquired the "insane" trait out of nowhere? When I dropped it I got an "ORLY?" message of confirmation which was unique to that particular dropping instance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shadow on 2009 October 21, 02:47:22
I thought I found somewhere a post that said awsomemod would not allow your sim to purchase the lifetime wish change reward, but i can not find that anywhere. The reason i wish to know if that is true (and my searched come up with out anything useful) is that Id like to know if my game is bugged or if this is a feature of the mod. Ive tried a few time to purchase that reward and it will give the pop up to choose the new lifetime wish, I can choose one but it will not change it.  This has been occuring for some time, with each new version of the mod and before I added the stand alone indie story mod. Would some one please point me to the thread if it exists to where it says if this is a feature or correct me if it is a bug.

I've noticed, at least in my game, that I can only change the LTW once. After that, I can still access the 'change lifetime wish' reward but it will not change so, if I've changed it once by any method, I can not change it again.

ETA: I forgot to mention - With the SuperComputer, I can change LTW as many times as I like. It's only with the reward that it can't be changed more than once. It also can't be changed if you've tried changing it in CAS then try the reward. The reward counts the 'trying' as a change and won't let you do it again.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 21, 02:57:06
I've never seen anyone complain about this here, that I noticed, so I'm guessing this occurrence hasn't anything to do with AM: But is there perhaps any Awesome-related reason why one of my Sim acquired the "insane" trait out of nowhere? When I dropped it I got an "ORLY?" message of confirmation which was unique to that particular dropping instance.
That's the standard message that drops traits. As for why one of your sims acquired the insane trait out of nowhere, no idea. The insane trait is pretty hilarious, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2009 October 21, 03:09:12
ORLY? It's always said ORLY? Funny I never noticed before. OK, I guess I will cease to wonder about the trait acquisition. She is an elder so I assumed she had simply lost her marbles, til I interfered.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 21, 03:16:38
ORLY?
(http://www.moreawesomethanyou.com/crapola/yarly.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2009 October 21, 13:26:56
Anyone else notice that when you use falconpunch the pop-up says "Falcon! Paunch!"
The desired action works just fine, and I find the idea of a paunchy bird amusing, but when there aren't any other real issues that need to be addressed you might want to fix it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PhantomNeko on 2009 October 21, 13:29:29
Anyone else notice that when you use falconpunch the pop-up says "Falcon! Paunch!"
The desired action works just fine, and I find the idea of a paunchy bird amusing, but when there aren't any other real issues that need to be addressed you might want to fix it.

/facepalm


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2009 October 21, 15:29:37
alright ill try taking out awesome mod to see if i can change a lifetime wish


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Steele on 2009 October 22, 03:37:58
Pescado,

Just wanted to give a very big thanks for implementing the getcertificate command.

I've been noticing that after some time, the game breaks ownership links for certain items. Like fishes (who caught the certain fish and fish weight, fish becomes "store bought"), it also has been happening to paintings (paintings become riddler tiles) and certificates. So far with books it has not yet occurred, perhaps the AM functionality for purchasing player written books at the bookstore keeps the link in check.

The certificates link gets broken that it does not have the "view" pie menu and becomes a mere functionless decorative.

For fishes it's easy to catch new ones and paintings is also replaceable (unless the painting is based on a happenstance event or a portrait and the subject sim is not anymore available to pose.)

So thanks once more for the AM. Really, a very unique, wonderful asset to TS3.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 22, 05:39:28
alright ill try taking out awesome mod to see if i can change a lifetime wish
AwesomeMod does not control LTW or changing them. You can change your LTW if you haven't filled it. Once a sim has fulfilled their LTW, the perk for changing the LTW is no longer available to purchase, and so you can't change it anymore. This is a normal game behavior (and why would you WANT to change it, if you did it already?). As far as cost-per-yield goes, LTWs tend to be a relatively poor payoff, anyway, and have no real lasting effects, unlike their TS2 equivalents.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2009 October 24, 00:35:09
ah but thats the whole point i have NOT completed it not even close on every occasion that i have tried to change it is not one thats been completed, trying to change that was complete as you said would be silly. but on several sims that ive married into my main group of sims have lifetime wishes that dont suit them and each time i tried to change them the pop up comes up and it acts like it lets me choose a new one but wheni click on the one i want then click ok nothing is changed


Eta:  i just removed awesome mod and choose one of my sims that had enough points and without it i was able to change their lifetime wish, i tried it again with awesome mod and now it works for all but one sims i tried and dont know whats up, im not 100% sure but i think i may have edited her with a cas cheat so that would explain her but i tested with other sims that i tried and failed before and now they work, well some are better than none atleast.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 October 24, 11:43:00
Anyone else notice that when you use falconpunch the pop-up says "Falcon! Paunch!"
That is part of capturing Captain Falcon's accent, yes.

alright ill try taking out awesome mod to see if i can change a lifetime wish
AwesomeMod does not control the ability to change an LTW, that is a feature of the default game: You cannot buy the perk to change your LTW if you have already beaten the LTW and it is plated over in the UI.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaiils on 2009 October 24, 22:20:16
How do I get rid of awesome mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2009 October 24, 22:58:44
You delete it out of the Mods folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2009 November 07, 23:20:34
I've just started using supreme commander(a little late on the game, I know, but I was scared off by all the tales of game borking I'd heard), and I'm having some trouble.  I'm currently playing the apocalypse challenge(using adapted ts3 rules, not pinstar's), and I wanted to have a sim skill up gardening without my having to babysit her all day.  This is what I got the impression supreme commander is for.  However, at this point in the challenge, I haven't unlocked the ability to use the shower yet, so all my sims are stinky.  I think this might be why supreme commander comes up with an icon for her to "use bathroom", even though her bladder motive is completely green.  Is that what's happening, and if so, is there a way to use supreme commander with this challenge?  Or is it meant for more optimal play, and will I just have to wait?

If it's meant for more optimal play, I do have a slight grievance with it, because it sent her to the swim center(which has cheap showers), rather than the athletic center(which has expensive showers).  That is not awesome, at ALL.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 November 08, 02:50:10
Alaira - Maybe the swim center was closer than the gym.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2009 November 08, 05:14:19
It was.  But, the cheap showers have a random chance of giving a negative moodlet, whereas the expensive ones have a random chance of giving a positive moodlet.  I would have thought that an extra 5-10 minutes in the car would have been worth it for a +10 rather than a -10 mood.(I just pulled that number out of my ass, I have no idea what the boost is for those moodlets)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shadow on 2009 November 08, 13:53:00
It was.  But, the cheap showers have a random chance of giving a negative moodlet, whereas the expensive ones have a random chance of giving a positive moodlet.  I would have thought that an extra 5-10 minutes in the car would have been worth it for a +10 rather than a -10 mood.(I just pulled that number out of my ass, I have no idea what the boost is for those moodlets)

Why don't you replace the cheap showers in the swim center with the expensive ones?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 November 08, 14:23:32
It was.  But, the cheap showers have a random chance of giving a negative moodlet, whereas the expensive ones have a random chance of giving a positive moodlet.  I would have thought that an extra 5-10 minutes in the car would have been worth it for a +10 rather than a -10 mood.(I just pulled that number out of my ass, I have no idea what the boost is for those moodlets)

As far as I understand, Awesomemod optimizes sim/object interactions so that the sims go to the nearest object that will fulfill the need. Whether the nearest shower is the cheap one or the expensive one won't make any difference, the sim won't take that into account at all - and besides, the moodlet is so minor, I would think that the time saved by this fix more than makes up for it in the long run.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2009 November 08, 16:10:09
It was.  But, the cheap showers have a random chance of giving a negative moodlet, whereas the expensive ones have a random chance of giving a positive moodlet.  I would have thought that an extra 5-10 minutes in the car would have been worth it for a +10 rather than a -10 mood.(I just pulled that number out of my ass, I have no idea what the boost is for those moodlets)

Why don't you replace the cheap showers in the swim center with the expensive ones?

I'm playing against a friend, so it wouldn't be fair to modify my neighborhood.  Though if I wasn't attempting a challenge, and was just playing, yes that would be something I'd do(and have done in the past).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 09, 03:43:06
Is that what's happening, and if so, is there a way to use supreme commander with this challenge?  Or is it meant for more optimal play, and will I just have to wait?
Supreme Commander does not understand your arbitrary rules and restrictions, and there is no realistic way to make it do so since you people seem to constantly invent new ones, so no, Supreme Commander is not compatible with arbitrary rules that you impose on yourself, it only knows what is actually in the game.

As far as I understand, Awesomemod optimizes sim/object interactions so that the sims go to the nearest object that will fulfill the need. Whether the nearest shower is the cheap one or the expensive one won't make any difference, the sim won't take that into account at all - and besides, the moodlet is so minor, I would think that the time saved by this fix more than makes up for it in the long run.
It does. AwesomeMod prefers to avoid harmful actions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jfgraves on 2009 November 10, 00:01:46
Maybe I missed this, or it doesn't exist, but is it possible to change a Sim's job level through Awesome mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dolldrms on 2009 November 10, 21:51:42
Has the "set fit/fat ness" command been dropped from AM?  I was going to use it today and it no longer appears in the drop down list.  I play with the config set to enable all debug commands but leave debugging interations and testing cheats disabled.  I set the config in game to enable both debugging interactions and testing cheats in case I had just forgotten either, or both, of those should be enabled as well but stil it was not listed and an attempt to try it anyway just gave an unknown command response.

I have the 11/02/09 AM version and the last time I had used the command was a couple of versions ago.  It is still listed in the RTFM but have to consider the possibility it was just an oversight not to remove it.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2009 November 10, 23:10:07
I've used it recently and it worked. o.0


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dolldrms on 2009 November 11, 05:21:22
Hmmm, bizarre.  Tried again tonight and the "set fit/fat ness" command is still not there.  Also noticed that "dropoldloves" is also MIA.  Thanks for letting me know it is still in game for someone else.  I'll futz around and put in a fresh AM version and config to see if anything changes. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SickPuppy on 2009 November 12, 00:21:31
Wish I could use AwesomeMod...but every time I patch past 1.2.7 my audio stammers and stutters..thanks out to EA for the alpha software.
 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Morphar on 2009 November 12, 19:21:10
Wish I could use AwesomeMod...but every time I patch past 1.2.7 my audio stammers and stutters..thanks out to EA for the alpha software.

If that's your only problem there is a solution.
Background:
I had the same problem with stuttering sound.
At the beginning it was only me in the whole wide word with that problem. More and more people reported the same problem at thesims3.com but we are still very few. There was three echoes every 6:th second and by coincident I checked my sound drivers and I had three drivers. I removed one and I got two echoes and heureca!! I found it.

It seems that after the patch EA have opened sound channels to all available sound drivers or something.

There is another EA game called Dead Space that have exactly the same
problem and the solution is the same as we have found out.

http://forum.ea.com/eaforum/posts/list/32762.page




On thesims3.com olivermypup describes what to do in proper english. The "Unimodem Half-Duplex Audio Device" we finally identified as the sound device for the internal dial up modem of type "Windows 56 kb software modem". If you really use dial up modem today I don't know what to do:

olivermypup wrote:
"I had gone in to Device manager and turned off all audio device but the one for my speakers and it didn't work.. However I either missed one or it wasn't in the list before because I just tried it again, and there was a device listed that I don't remember being there. It's strange. I don't know how i could've missed it. Anyways I disabled it and sure enough the skipping has stopped. I am beside myself with joy! Apparently that is the issue. A thousand thank you's to Morphar!

Just to note, I figured out the device causing the issue on my system was "Unimodem Half-Duplex Audio Device" "


Some SimGuru have made a case at EA of this but no fix yet.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SickPuppy on 2009 November 13, 22:24:52
Thanks Morphar...I'll make another attempt in a couple days and post my results.


Update 11/23:
I updated to 1.6.6, but still the problem persists.
I read the info on Morphar's link and the consensus is that the sound 2 tab in Direct X Diagnostics is the root of the problem...unfortunately I can't see any way to remove it as specified as there is no indication of the culprit 56k modem in my device manager or control panel. Changing the hardware acceleration didn't help either.

I did find an odd Multimedia audio controller in 'Other devices' in the device manager, but disabling it had no effect.

Until there is a fix by EA or a more comprehensive understanding of the issues, it's 1.2.7 for me...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lion on 2009 November 14, 23:07:52
Just to note, I figured out the device causing the issue on my system was "Unimodem Half-Duplex Audio Device" "

Thank you so much Morphar! This solved my problem with Sims 3 from day one: the echoing with every sound. Now if only you have heard of the problem of no doorbell sound. I posted here and nobody seemed to have the same problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mandababy on 2009 November 16, 06:25:44
I have a question, regarding a weird aging glitch I seem to have encountered! I'm not sure if its AM or EA's glitch, but I'm thinking I know why its happens, due to me turning off aging at random sometimes, but I could be wrong! Anyways, just wanted to see if anyone else has the glitch, or just me, lol!

Here's the story, I used select sim, to make my child's friend's family selectable, so I could change her fitness/fatness levels, upon doing that I decided to also fix her relationships, and schoolwork and what nots. I noticed that Claire Ursine (her mother) was an elder already, and I switched over to her and fixed her up as well. She had a wish to "pick up Keli" I did not know who this Keli was, so I found her in the relationship panel and she was listed as Claire's daughter, who was a toddler, but did not live with her?? I thought that a bit strange from the get go, so I looked into the family tree to find that Keli was the product of Claire and a guy named Dave Ramsey, and lived with Dave, not her mother.

So I invited Dave over, asked him to move in, bringing their toddler with him. Upon doing that it popped up and asked if this was correct and showing me the family picture, which was odd, because Dave had his arms in the position as if he were holding an infant, and Keli was a toddler, who was standing up on top of his arm, lol. Anyways, to make a longer story short, I moved them in Keli was a toddler, with 7 days until becoming a child.

I reselected my child, and went about the day, the next day, my kid rolled a wish to have a sleepover, and since her friend slept over the night before, I had her go to her house to sleep over. The child was the only one home, but Claire showed up a few minutes later, but dad and the toddler weren't around. By 2am, I noticed dad was home, toddler still missing. So I select them, and see that the toddler is suddenly a child, or so I thought, she had a child's picture, and she was out swinging in the park at 2am!

I made her come home, when she got there I decided to edit her in CAS to fix her clothes and stuff, I noticed her picture was a little off, her arms were sticking out.. So when I got her into CAS she was a teenager!? I was baffled, but fixed her anyways, exited CAS and she was showing as a teenager on the age meter, with 14 days until being a YA, which was odd seeing as the day before she had 7 days until childhood.. Then I looked up at her, and she was a midget, so to speak! She had teenager clothes/shoes/hair, but she was the size of a child, and walking around like a toddler!! When she walked her body stretched out all funny to accommodate her grown up clothing I assume, lol.

I'm not sure what happened to her in that 1 day, but she got messed up, so I just reselected my child and made her go home, and away from the crazy family, then exited and saved. I have had this "midget" issue before, where I had a child who was in the process of aging into a teen, but was still a child on the outside, when I changed her appearance, she was a teenager in CAS, and when I exited CAS she was a really short person lol! I thought nothing of it then, because she sorted herself out when she walked away, but this child Keli, never did.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 16, 10:39:56
Oddities like this have been reported in unmodified games as well. The cause is not known.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2009 November 17, 01:12:22
I was wondering if AM is going to have to be updated for the Ep that comes out tomorrow. That way I don't install it if it will be a problem.
And also wondering have there been more updates to AM since oct 20th?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 November 17, 06:28:04
I was wondering if AM is going to have to be updated for the Ep that comes out tomorrow. That way I don't install it if it will be a problem.
And also wondering have there been more updates to AM since oct 20th?

Answers: It will most certainly have to be updated for WA, seeing as just the newest patch is already reported to be causing crashing issues with AM. Also, yes, there have been updates since 20 October. Just because they are not posted doesn't mean they don't exist. One should download and replace AM at least once a week. For more on this, see Mr. Search Button.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JoannDanielleEvans on 2009 November 17, 08:43:50
Mine has been crashing since the New patch, which i think is 1.4, was downloaded.  had to delete AM completely to play it.  Anyone else having issues?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 17, 15:07:34
I just downloaded the patch and my game was updated to version 1.6, if your still getting version 1.4, sounds like something isn't right.

Depending on when the patch was officially released, Pescado may not have had time to update AM to 1.6, which may well be causing the crash, just as the gae crashed at version 1.4 until Pescado got Am updated.  Either way, I am not too worried, as I don't have much time to play over the next couple of days, so will probably wait until Pescado gets AM updated for the EP.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2009 November 17, 21:59:03
Will we have a non-beta patch 1.6 base-game awesomemod release?  Pescado mentioned something about it a few weeks ago, but I don't know if plans have changed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 17, 22:54:45
If Pescado was unaware of the impending 1.6 patch, his plans for a final release version of AM may change.  It may depend on what the patch fixes (or is supposed to fix) and how he needs to tweak AM to work with 1.6.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: HelloKit on 2009 November 18, 02:27:37
Since AM will most likely have to be updated for WA, and AM expires once a week forcing an update, is continued use of AM going to require WA, or will there be a base game version of AM maintained for those of us who have to wait until Christmas for WA?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2009 November 18, 02:36:15
What is the status on 1.6 anyway? The patch is up to 1.6.6 and the changelist is quite large... and then there's World Adventures.

Surely Awesomemod will be made compatible with both 1.6 and World Adventures?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 18, 02:41:54
Since AM will most likely have to be updated for WA, and AM expires once a week forcing an update, is continued use of AM going to require WA, or will there be a base game version of AM maintained for those of us who have to wait until Christmas for WA?

Pescado has stated in the request thread he was working on a final release version for the base game, something without an expiry date. http://www.moreawesomethanyou.com/smf/index.php/topic,16851.250.html

 My guess would be that he will possibly release a final base game version, and also release a beta version (with expiry date) for WA, thus allowing people without WA to play without having to keep downloading every week.

While that sounds like a feasible option, I could be wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2009 November 18, 03:57:29
Any kind of mod like this with a game that sees expansionpacks rolling out every six weeks and needs a myriad of fixes to work properly because of it's interactive complexity will be a work in progress ;)

But I do wonder if there is such a thing as a final Awesomemod for the base game, since the base game will also continue to be updated ad infinitum because of the new content handling...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dire Weasel on 2009 November 18, 05:15:02
I have to create an entirely new utility just to MAKE it compatible, so expect it to take awhile. The first expansion shakedown will be the hardest, and the task will likely go faster next expansion when the infrastructure is laid down.
I'm relativly new to the MATY community, how long is "a while" for Pescado? "a while", in the right context, could mean 3 hours, 3 days or 3 months. Doubt this "a while" is either 3 hours or 3 months.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 18, 06:00:37
It's "A While(tm)", from the makers of "Real Soon Now(tm)".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 18, 11:52:46
I might have a tinker with WA when it goes on sale here, tomorrow the 19th, have a browse around and see what's what and check out the new additions, get an idea of what they are like, then kill time doing other stuff while Pescado works away to get AM working with EAxis's new crap.  Last time I tried playing without AM, it was god awful, and so frustrating, forgot how much of a difference AM makes to the gameplay.


I'm relativly new to the MATY community, how long is "a while" for Pescado? "a while", in the right context, could mean 3 hours, 3 days or 3 months. Doubt this "a while" is either 3 hours or 3 months.

How long is a piece of string?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lion on 2009 November 18, 13:02:13
One Can't do any real playing without WA. Right now I just check out the buildings in the three locations and planning neighborhood layout and building lots for the build-a-world.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2009 November 18, 14:44:48
I'm just gonna toy around with it and look for schtuff for Pescado to fix :p


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 November 18, 23:38:05
I have to create an entirely new utility just to MAKE it compatible, so expect it to take awhile. The first expansion shakedown will be the hardest, and the task will likely go faster next expansion when the infrastructure is laid down.
I'm relativly new to the MATY community, how long is "a while" for Pescado? "a while", in the right context, could mean 3 hours, 3 days or 3 months. Doubt this "a while" is either 3 hours or 3 months.

There are two options: release at a particular time and ignore whether it works (EA's method), or release when it's ready and ignore time constraints (Pes' method).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2009 November 19, 00:09:46
World Adventures doesn't work like I thought at all.

Sims 3 is up to 1.6.67
World Adventures is 2.0.86 and there's already a patch for World Adventures for 2.1.6

Also the system for community lots has changed. There's now an array of different types you cal select like gym, no visitors allowed, graveyard, beach, gym etc. but by default all the ones in Sunset Valley and Riverview are graveyards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simfan on 2009 November 19, 01:48:18
World Adventures doesn't work like I thought at all.

World Adventures is 2.0.86 and there's already a patch for World Adventures for 2.1.6


Umm where is this patch?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: captaincaliena on 2009 November 19, 01:52:11
Quote
Umm where is this patch?

Open up the launcher and click "game updates"  If it doesn't come up, click refresh.  I should show up.  If it doesn't I dunno what to tell you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 19, 07:09:06
World Adventures doesn't work like I thought at all.

Sims 3 is up to 1.6.67
World Adventures is 2.0.86 and there's already a patch for World Adventures for 2.1.6

Sims 3 base game is now at 1.7.9 - Another new patch.

Shows how good EAxis is.  A patch ready to go when they release the product.

Also the system for community lots has changed. There's now an array of different types you cal select like gym, no visitors allowed, graveyard, beach, gym etc. but by default all the ones in Sunset Valley and Riverview are graveyards.

Huh?  Don't follow what your getting at, are all community lots now graveyards?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2009 November 19, 14:26:31
Quote
Sims 3 base game is now at 1.7.9 - Another new patch.

Shows how good EAxis is.  A patch ready to go when they release the product.

At least they're now actually supporting the product pust publication, but yeah, it is highly worrysome. I can't believe we used to give Maxis grief for the bugs and patches...

Quote
Huh?  Don't follow what your getting at, are all community lots now graveyards?

Or maybe that's just the first option that pops up, but yeah, the community lots are set to some default community lot state. You can change it to other types. I haven't been able to discern if there's a difference between them because the fucking game is highly unstable and keeps crashing (brand new installation of TS3+WA, patched, no mods, cleaned leftover files and registry)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: galova on 2009 November 21, 14:34:21
Just one quick question: I've heard that you can't remove Awesomemod and then still play the hood(s) you had before. Is it the same case if you keep Awesomemod but disable the storydriver?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 21, 14:35:44
It's not an absolute "can't", but I won't promise you that doing so is safe. Doing something like that amounts to "pray that it will work and hope it doesn't explode".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 November 21, 15:40:30
Is the new update for Awesomod suppose to work with the new patch (1.7.9002001)?  I installed the patch last night and now it crashes before the menu comes up. I reinstalled the game. It worked fine before adding back Awesomod. I reinstall a fresh download of Awesomod, deleted the cache file and I restarted it from the TS3.exe like I am suppose rather than from the laucher. Crashed again. I took out awesomod and it works.

P.S. After taking out Awesomemod my old hood worked fine, didn't explode...:)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 21, 15:43:19
There is not a new version out yet. One has been compiled and it is currently in testing, but it still crashes at random at the moment, so naturally, it doesn't get released until I find out why.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 November 21, 16:15:10
Ok...thanks. I will reinstall and then just update to the 1.4 patch until Awesomemod is ready for the 1.7 patch. Take your time I am not rushing you just wanted to know if I had done something to my game. I had download a program to check my registry and was a little worried about it messing it up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 November 22, 04:14:42
I accidentally installed the new patch with AM already installed. I had to uninstall it to play, but as I'm playing I have no social interactions. When I click on a sim, I can only scare them. Is this a problem with the patch or is it because I downloaded the patch with AM installed? Because I've heard that you're supposed to delete all download files before updating or that can cause problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 November 22, 04:28:37
Try a new hood, sans mods. If the problem goes away, it was awesomemod. If the problem persists, it was the patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 November 22, 04:30:41
I accidentally installed the new patch with AM already installed. I had to uninstall it to play, but as I'm playing I have no social interactions. When I click on a sim, I can only scare them. Is this a problem with the patch or is it because I downloaded the patch with AM installed? Because I've heard that you're supposed to delete all download files before updating or that can cause problems.

There is a thread (http://www.moreawesomethanyou.com/smf/index.php/topic,17269.0.html) in The Horror section, that discuss what works and what don't. I think it's a social mod causing that problem and need updating.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 November 22, 04:53:51
I think it was the patch because I uninstalled awesomemod. I'm uninstalling/reinstalling my game now  :(
Where can I find patch 1.4?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 22, 05:52:29
I think it's a social mod causing that problem and need updating.

The "ask if single is friendly" mod did that for me.  Once it was removed problem went away.  But I had two mods which caused this problem, and I verified both independently of each other to ensure the results.

With the new range of social interactions being introduced, I believe most social interaction mods need to be updated.

The more fun mods also affected other situations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 November 22, 15:06:01
Yeah, I had the "ask if single" mod.

New problem:
I reinstalled my game last night, and I'm trying to update it to the 1.4.6 patch. Everytime I try to download it, from any website, it doesn't work.
I just tried downloading from
http://www.filefront.com/14219343/The-Sims-3-v.-1.4.6-Full-Patch/
and I get a pop up that says: "The setup has detected that the installed game region for this update is incorrect. This update requires a different game region to be installed."
Does anyone know how to fix this problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 November 22, 15:15:26
I fixed my problem! For anyone else who has the same problem, go here:
http://www.modthesims.info/showthread.php?t=350186

I realized that I was downloading patch 1.4.6 without having dowloaded any of the other patches first. You have to go from 1.0 to 1.4.6.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sweetbajan on 2009 November 26, 02:33:27
Hey so I realize that the new update is 1.79, well mine is 1.7.11. I am running on a MAC and I am confused about which Awesome I should download. Clearly the one in the Updates sections says 1.4 and the one in the Beta Testing says 1.79. I tried installing the 1.79 and a box from Awesome came up saying that I am running a critical copy of Awesome (or something like that). Also when I use the configuration tool, I keep the "DisableCDCheck" enabled but it doesn't allow me to run the game without the disk :(

Any help - also I do not have any other Mods and the files are placed in the right place, I know this because the Mod actually works when I run it with the disk but for some reason, the configuration tool isnt being read and also I believe I am running the wrong version of Awesome.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 26, 08:31:04
Yeah, I had the "ask if single" mod.

New problem:
I reinstalled my game last night, and I'm trying to update it to the 1.4.6 patch. Everytime I try to download it, from any website, it doesn't work.
I just tried downloading from
http://www.filefront.com/14219343/The-Sims-3-v.-1.4.6-Full-Patch/
and I get a pop up that says: "The setup has detected that the installed game region for this update is incorrect. This update requires a different game region to be installed."
Does anyone know how to fix this problem?

Also try here http://www.simprograms.com/the-sims-3-patches/

Check the last numbers of the game installed, they will let you know which region patch you need.  If you have 1.3.24.00002 game then you need patch 1.4.6.002002, if you try patch with 1.4.6.002003 you will get a mismatched game region error.

Bring up the launcher, check the last digits for your game version, then download the relevant patches.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 November 28, 03:11:45
Okay, sorry to be dense, but I am thoroughly confused. I can't figure out if I'm setting up AM right (in the right place). I just downloaded AM from the main thread. I've read through three other threads that address the issue of where to put it and it sounds like everyone has a difference answer. I also followed this link:

 
Quote
Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Ť Reply #243 on: 2009 November 26, 20:16:55 ť   
--------------------------------------------------------------------------------
There is a good and short explanation of these things (where to put stuff after WA) here:
http://www.the-isz.com/theisz/index.php?showtopic=3567

The writer instructs you to move your resource.cfg file from the TS3 folder into the WA folder, and the d3dx9_31.dll file into the WA Game\Bin. But I seem to already have the resource.cfg file in the stated location in my WA folder, as well as the d3dx9_31.dll file in the Bin. There's a difference of a day in terms of when the dll file was created, while the resource.cfg in my original TS3 folder seems to date back to June, versus the one I downloaded and extracted into WA, which is from like yesterday or something close to that. I deleted the resource file in my TS3 folder for fear of problems with having two; now, of course, I'm having second thoughts and fretting about doing that.

I don't want to start up the game until everything is where it should be. Help?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mehra on 2009 November 28, 03:21:29
Okay, sorry to be dense, but I am thoroughly confused. I can't figure out if I'm setting up AM right (in the right place). I just downloaded AM from the main thread. I've read through three other threads that address the issue of where to put it and it sounds like everyone has a difference answer. I also followed this link:

 
Quote
Re: AwesomeMod Beta Testing 1.7.9/WA 2.2.8 Problems/Questions/Discussion
Ť Reply #243 on: 2009 November 26, 20:16:55 ť  
--------------------------------------------------------------------------------
There is a good and short explanation of these things (where to put stuff after WA) here:
http://www.the-isz.com/theisz/index.php?showtopic=3567

The writer instructs you to move your resource.cfg file from the TS3 folder into the WA folder, and the d3dx9_31.dll file into the WA Game\Bin. But I seem to already have the resource.cfg file in the stated location in my WA folder, as well as the d3dx9_31.dll file in the Bin. There's a difference of a day in terms of when the dll file was created, while the resource.cfg in my original TS3 folder seems to date back to June, versus the one I downloaded and extracted into WA, which is from like yesterday or something close to that. I deleted the resource file in my TS3 folder for fear of problems with having two; now, of course, I'm having second thoughts and fretting about doing that.

I don't want to start up the game until everything is where it should be. Help?

My guess is that the ones in the original TS3 folder are the older ones from when you played the game before installing the expansion.  The new ones are the ones you probably created with Delphy's Installer Monkey.  Now it's also possible that you didn't use Delphy's Installer Monkey and/or have a fresh install of the game.  If that's the case, I have no idea.  I could be wrong though; if I am, feel free to correct me and whack me with the newspaper.

Edit: I've heard that having your mods installed into the WA folder works, but have also heard the opposite.  I can't really give info on that, as I am confused myself.  I don't have WA yet, but I'll get it tomorrow!  I just lurk a lot. :3


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 03:39:49
The live AM for 1.7.9/ WA works fine with the 1.7.11 mac patch. Our number is just different because they had to tweak something to get it so we could download the damn thing. I was poking at the beta last night and the only problem I had was something that was fixed while I was sleeping.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 November 28, 03:46:03
My guess is that the ones in the original TS3 folder are the older ones from when you played the game before installing the expansion.
That was my guess as well.

Quote
The new ones are the ones you probably created with Delphy's Installer Monkey.  Now it's also possible that you didn't use Delphy's Installer Monkey and/or have a fresh install of the game.
I didn't use the Monkey this time; I just extracted the files directly to c:\program files\electronic arts\The Sims 3 World Adventures\mods\packages, except for the resource file, which is in c:\program files\electronic arts\The Sims 3 World Adventures based on what the guy at the linked site said to do.
 
Quote
If that's the case, I have no idea.  I could be wrong though; if I am, feel free to correct me and whack me with the newspaper.


No need for newspaper whacking... I'm sure a few people out there would like to whack me with a newspaper for being so neurotic about this. It's just that if I do it wrong and screw up my game, there's little chance I'll be able to fix it, so I'd rather get it right out of the gate.

Quote
Edit: I've heard that having your mods installed into the WA folder works, but have also heard the opposite.  I can't really give info on that, as I am confused myself.  I don't have WA yet, but I'll get it tomorrow!  I just lurk a lot. :3

My sense is that it works differently for different computers, which is stressful for those of us who try to learn what to do from others.

Edit: fixed typo


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sparkles McGee on 2009 November 28, 04:09:25
The live AM for 1.7.9/ WA works fine with the 1.7.11 mac patch. Our number is just different because they had to tweak something to get it so we could download the damn thing. I was poking at the beta last night and the only problem I had was something that was fixed while I was sleeping.

So I should just ignore this error message I get when I start up the sims with the new version of awesome mod? I have a mac too, it's warning me about incompatibility.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 04:09:50
Okay, here is what I've read regarding mod placement:

If you have a PC:
Everything gets transferred to the WA folder in Program Files (don't forget the framework file in the bin).

If you are on a Mac:
Everything stays where it is (the root folder) EXCEPT the framework file in the bin. I have a copy in both bins and it is working fine. So do that. :)


The live AM for 1.7.9/ WA works fine with the 1.7.11 mac patch. Our number is just different because they had to tweak something to get it so we could download the damn thing. I was poking at the beta last night and the only problem I had was something that was fixed while I was sleeping.

So I should just ignore this error message I get when I start up the sims with the new version of awesome mod? I have a mac too, it's warning me about incompatibility.


I did, yeah. It only came up once, too. So no worries. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sparkles McGee on 2009 November 28, 04:20:34
^ Super, thanks.  ;D

EDIT: It also comes up every time I install a .sims3pack. If that's important at all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 04:51:23
Okay, I lied, the warning came up again. I wonder if the mac versions can be added to the version check or however you have it set up, Pescado? They're 1.7.11 and 2.2.9

^ Super, thanks.  ;D

EDIT: It also comes up every time I install a .sims3pack. If that's important at all.

I always completely remove my mods folder when I install sims3packs. I suggest you do the same :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 28, 05:55:25
Okay, here is what I've read regarding mod placement:

If you have a PC:
Everything gets transferred to the WA folder in Program Files (don't forget the framework file in the bin).


That's what's causing alot of confusion.  Some places have said everything must go into the WA folders, while others have said they work fine in the base folders.

What Pescado has recommended from a early post on the subject, and seems to work well, is to put a copy of the .dll file into the WA folders as well as leaving it in the base folders, that way WA will accept the mods.

I placed a copy of the .dll and resource.cfg file into the corresponding folders in WA, that way both sets were identical, and the mods work fine from the base folders.  I used the theory that the resource.cfg would be needed so WA would know how deep the folder tree could go in the mods folder, and read everything. 

So far nothing has crashed or caused any problems.

It does appear not to really matter, you just need the relevant .dll and resource.cfg files in the right places.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 05:58:08
Well, considering that's how it is working on the mac side, I wouldn't be surprised.

Since I can't test it myself (well, I can, but I choose not to go through the hassle of getting my WA dmg over to the other partition just to install it there) I would say it is reasonable to assume it works across the board to do it that way. Have framework files everywhere, mod files in the base folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Minoue on 2009 November 28, 07:04:32
Hello, for some reason my awesomd does not work at all I have followed the instructions given, when I am in the cast screen I do not notice a difference in the sliders or anything. Can so one please post a consise step by step for how to fully install awesome mod, pretty please.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mildlydisguised on 2009 November 28, 17:03:04
Hello, for some reason my awesomd does not work at all I have followed the instructions given, when I am in the cast screen I do not notice a difference in the sliders or anything. Can so one please post a consise step by step for how to fully install awesome mod, pretty please.

Have you configured it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 November 28, 17:06:46
Assuming the fast spoilage in fridge has been discussed, and even if not, I'm hoping it'll get fixed someday. It is teh most annoying thing, evarrrr.

I noticed that while traveling, the other tourists are happy to eat your foods from the base camp fridge :(. This is most likely meant to be this way, though there could be an option for other tourists to eat their own foods only. So far they haven't even cooked anything on their own, they just keep eating my cookings. So that when I cook a group meal, feed it to my sims and put the rest in the fridge, it gets eaten while I'm not looking.

Then there's the energy level gain from beds, I've been using various mods so that every bed would have about the same energy stats, but I'd rather use only AM. If this isn't an option yet, it should be :)

And as for my constant weeping for AM's genealogy options ::), I'd like to be able to skip a generation (ie. assign grandparents etc) because the game killed off 2 of my favourite sims early in the game and gave me no tombstones :( Their children and grandchildren live on, but I'd like to be able to give them great aunts and uncles, like I had in TS2. I didn't have the chance to create these in time, there was no AM back then, so now I'm missing a whole generation.

Aaaaand, if there would be even the slightest chance of resurrecting those sims the game killed off (those without their tombstones/urns), I would be happy to use it. They show up in family trees, so they HAVE to have some character files somewhere. This has not happened in ages, but there's still about 5 sims I'd like to get back, such as Mortimer Goth's parents. I tried creating them again, but couldn't assign them as parents as there was no way to remove relationships with dead relatives. (There seems to be an option now to remove ALL relationships which I assume to be those with their relatives, but that would mean extensive family tree rebuilding afterward.)

I get a pop up that says: "The setup has detected that the installed game region for this update is incorrect. This update requires a different game region to be installed." Does anyone know how to fix this problem?

Try googling the error message. It has been discussed and solved, and it has nothing to do with AM.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Froggie on 2009 November 28, 17:50:56
hello and I want to begin with a HUGE thanx to Pescado for this mod..it truly is AWESOME!! ok, now for the dumb question...
I am trying to reconfigure the settings on the "More Stupid Than You" site, but I cant save it...I want to change a few things and went down the list, but when I get to the bottom I cant click on Generate..please help..and thanx!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 17:58:42
That's because you don't click on generate :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Froggie on 2009 November 28, 18:07:41
ok..then how do I get it to save?..I dont want to have to change stuff everytime I restart my game. :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 November 28, 18:09:55
See that image next to the word generate?

Heh... yeah.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Froggie on 2009 November 28, 18:12:53
wow..umm..yea..thanx!!! ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Minoue on 2009 November 28, 19:40:08
Thank you mildlydisguised, I guess I was unfamiliar with the functionality and set up of the awesomemod because I have never used it before until now, after downloading the configuration tool and doing my homework I am now using THE VERY AMAZING AND SUPREME AWESOMEMOD!!! I FREAKING LOVE IT!!!!! It actually makes my game runs smoother. My question now is, is there anywhere in the mod, commands, :D or are there any other mods compatible to help my sim gain skills faster?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mimmi on 2009 November 28, 22:06:33
The most frustrating bug EA made is the one they did with the latest patch. Everytime you use the mirror or the drawers to change appearance or clothes the age are reseting to the beginning of that stage. Is there anything you can do aboute that JM?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Froggie on 2009 November 28, 23:13:30
 >:(new problem..I keep crashing :'(..I just put Awesome Mod in this afternoon..and I have been crashing ever since. I do NOT have WA..could that be the problem..or is it just because the newest update is still in testing? I have 1.7.9 any help will be MUCH appreciated!! :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 November 29, 01:15:10
The most frustrating bug EA made is the one they did with the latest patch. Everytime you use the mirror or the drawers to change appearance or clothes the age are reseting to the beginning of that stage. Is there anything you can do aboute that JM?

THAT'S what was doing it??? Those asswipes. May I respectfully add my plea to this one to fix this bug.

Edit: Nevermind. El Presidente already took care of it. So I'll just say, Pescado, YOU are awesome. And EA is still populated by asswipes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aventurine on 2009 November 29, 03:01:37
I have an odd problem occurring and haven't seen anyone else post about it yet. Just patched with 1.7 and do not have WA yet, also just installed most current build of AM and Config file. Also cleared all the 4 cache files. For some strange reason, my swimming pools are borked with the water being a dark blue and no longer transparent. I cannot place the pool ladders or the pool lights and it appears that the floor levels of the game are messed up. At the ground level when trying to place a pool ladder, it remains up in the air as if the game is keeping it on the next floor level. This has never happened with any of the patches or builds of AM and is quite perplexing.  

I have rebuilt several pools just to make sure that the game is seeing them as new builds with the newly patched game. Any ideas or suggestions would be very much appreciated at this point.

ETA: I also researched this situation on the Sims3 forums in the technical threads, and nobody has posted about it there. I read what the newest patch was supposed to correct, so really don't know what is up with my game. It is the same game I was playing before the 1.7 patch, and I have been using Awesome Story Mode since its debut.

Update: Just wanted to update this post as several simmers are having this same problem with their pools on the Sims3 site, so it's a known issue caused by the latest patch 1.7, and why am I not surprised?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 November 29, 04:07:44
Thank you mildlydisguised, I guess I was unfamiliar with the functionality and set up of the awesomemod because I have never used it before until now, after downloading the configuration tool and doing my homework I am now using THE VERY AMAZING AND SUPREME AWESOMEMOD!!! I FREAKING LOVE IT!!!!! It actually makes my game runs smoother. My question now is, is there anywhere in the mod, commands, :D or are there any other mods compatible to help my sim gain skills faster?
There is a cheat option for that in the Debug Interactions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElsaVonNarbe on 2009 November 29, 17:47:47

Hi

I'm asking for help because i got a bug i never had before


I can play for a few minutes without any problems, then it comes

- the traits of the sims. You know they appear into the bar at the bottom of the screen, like on the picture i put below
Well, for all of my sims, this space is now empty, no traits listed!

- same thing, with their favorite color/music/food, nothing! (i mean for adult sims, i know this is normal for babies)

- same thing with the lifetime happiness rewards, in the case on the right of the bar when you click the lifetime points tab, EXCEPT for the new ones (ones you got in World Adventures). The basic ones i bought don't appear, though there's space left blank for them to be, but there's no little pic

- you know when you click on a sim thumbnail (pics on the left of the screen), it gets white, meaning you're now controlling this sim. Well when i click, it gets white, but then i click another one and it gets white too! and so on, with all the sims in the house, and on the bar, the stats of the first sim stays! and even the action in the top left corner!


(http://i90.servimg.com/u/f90/11/70/23/48/the-si10.jpg) (http://www.servimg.com/image_preview.php?i=470&u=11702348)


This is it, i think it's all said but if i forgot something i'll post it

Thank you for reading, please tell me if you know about what's happening


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShiroInu on 2009 November 29, 19:04:46
I had the same thing happening for a while . . . I just took out any mod that wasn't specifically updated for WA, and the problem went away. If it helps, the problem mods for me were the 'More Fun' mods, 'Less Ghosts 5', and faster skilling.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 November 29, 19:17:34

- same thing, with their favorite color/music/food, nothing! (i mean for adult sims, i know this is normal for babies)

My babies always have favorites. I usually make a teddy bear with their favorite color.

Quote
- you know when you click on a sim thumbnail (pics on the left of the screen), it gets white, meaning you're now controlling this sim. Well when i click, it gets white, but then i click another one and it gets white too! and so on, with all the sims in the house, and on the bar, the stats of the first sim stays! and even the action in the top left corner!

I had this issue when the computer I was using was overheating. It was a mac laptop. I installed a fan controller that increased the fan to maximum, and it stopped happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElsaVonNarbe on 2009 November 29, 19:18:52
really?

exactly the same? or wich ones did you have?

thank you i'm gonna try to remove mods


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 November 30, 01:47:36
really?

exactly the same? or wich ones did you have?

thank you i'm gonna try to remove mods

Try removing ALL mods except for AM and he config file and try it.  If the problem goes away, either add the mods back one by one until the problem reappears, or simply wait until they are all updated for WA.  Check MTS for info on when they are updated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 November 30, 23:45:37
I have a question... CustomBooksXX is now supported by AM but I can't find CustomBooksXX? Can someone please shed some light on this...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 01, 01:15:03
Check out MTS.  Someone there mad some custom books that let you skill all the way in one book.  That is, they combined the 3 EAxis skill books into one.  There were comments from Pes that he would set up AM to support those, but he wouldn't make them.  I guess with those books in your game, they probably show up in the library or whatever.  They aren't hard to find at MTS< so just check out what they have said about how they work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 01, 01:18:43
I have a question... CustomBooksXX is now supported by AM but I can't find CustomBooksXX? Can someone please shed some light on this...
CustombooksXX is a file that can be included as a mod, containing new additional custom books, using only the header and excerpts added, so you don't have to override the original Books.xml. XX means there are up to 100 slots (00-99) available for such additions. However, such a thing must be added by third parties, this is merely a plugin functionality similar to the custom name lists.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 01, 11:12:13
OK thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: missreal on 2009 December 02, 07:10:55
I just bought WA...
Not to be the idiot that asked the same question that has already been asked a million times already or anything like that but, from what I understood from the latest AM announcement, it is now compatible with WA, correct?

If not, ignore the following:
I downloaded the updated version of the mod from the mirror links and now my game is stuck at the start up loading screen and won't load.

Although I admit that playing the sims without AM is now a horrific experience... I suppose waiting until a compatible version is out can't be so bad... (okay... it's torture... I won't make it 30 mins without "maxmotives") or is it that there's something wrong with my computer?? Thanks


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 December 02, 07:59:50
I just bought WA...
Not to be the idiot that asked the same question that has already been asked a million times already or anything like that

Sorry, too late. Holy mother of fuck, can you not SEARCH? Can you not READ? Are you too retarded to even read this very thread you're posting in, the VERY POST you downloaded the newest version of AM from, or the rest of this sub-forum you're posting in, or even the rest of the fucking forum? This has been addressed AD NAUSEUM! FYCL!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 02, 12:22:27
Holy Fucking Catfish Batman, we have another fucking winner.

I just bought WA Not to be the idiot that asked the same question that has already been asked a million times already
That looks alot more like it fucking should.

Post after fucking post, in thread after fucking thread, and you're in here asking stoopid fucking bullshit like a lost little fucking puppy.

As mentioned before, try a fucking search, you know that little mysterious box to the upper left with those magical words "Search" next to it, it is truly fucking amazing what you can find.  Then try just a little bit of fucking reading, and you know what, your problem will mysteriously be solved for you, the solution and the answers you seek with appear, as if by magic, without the need to ask the same fucking shit again, that you seem to already know has been asked.

I suppose waiting until a compatible version is out can't be so bad... (okay... it's torture... I won't make it 30 mins without "maxmotives")
Which compatible version are you waiting for? there will no longer be a compatible version for 1.4.6 pre WA, and as great as Pescado is, I doubt even he has the ability to produce a compatible AM for the next patch, or EP before EAxis releases them.  So if the current downloaded AM isn't comaptible with 1.4.6, and isn't compatible with a non existent patch or EP, then which version of the game is left?  Use that fucking space between your ears for something useful, if that's possible.

or is it that there's something wrong with my computer?? Thanks
I doubt that there is anything wrong with the computer, more likely the person behind the keyboard.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: missreal on 2009 December 02, 14:05:33
Lol... nothing like two jerks telling you about yourself to get you to learn how to do some proper research. Thank you... I will try both of your suggestions :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 02, 17:13:50
Use that fucking space between your ears for something useful, if that's possible.
For most people, the space between their ears is only suitable as test material for experiments in terminal ballistics.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 02, 17:25:01
Use that fucking space between your ears for something useful, if that's possible.
For most people, the space between their ears is only suitable as test material for experiments in terminal ballistics.

Pescado, you are lucky I wasn't taking a drink when I read that. I would have spewed it all over my keyboard! XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 December 03, 06:16:00
Use that fucking space between your ears for something useful, if that's possible.
For most people, the space between their ears is only suitable as test material for experiments in terminal ballistics.
Sad. but true. And, yes, SilentDreamer, I had the same reaction.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheHippyGardener on 2009 December 03, 18:00:15
Has anything changed that I am unaware of regarding the commands that come with Awesomemod?  I've used the search bar above and did not get a recent answer.  I cannot seem to use "lifetimehappiness" anymore since the 1.7 updates.  I've never had to have testingcheatsenabled on in the past to use it (which was one of the old answers given to someone who had the same problem with an older version).  I did the "showconfig" command and it was not listed there.

I don't usually ask for help as I am capable of figuring things out by just reading other people's problems and the solutions they are given.  I'm only asking because I've not seen anyone else mention it missing since the new patch/updates.  I've been updating awesomemod in my game daily (sometimes multiple times) to see if it gets resolved.  I also noticed yesterday that the "money" cheat didn't work either.  Not a cheat I've ever used, but wanted to test another one to see if it was just the lifetimehappiness one missing.  With both I get the bad command (or however it's worded) message.  I know awesomemod is working since like I mentioned before I did the showconfig command and got the list.

I don't really have any other problems except this.  I love awesomemod and I'm really grateful for all the hard work that goes into it.

Thanks, in advance, for any help/answers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: missreal on 2009 December 03, 22:43:47
Use that fucking space between your ears for something useful, if that's possible.
For most people, the space between their ears is only suitable as test material for experiments in terminal ballistics.

Well, in my own defense (although perhaps it will not have much validity), I did, at the very least, read the awesome mod thread prior to asking. I was just unable to comprehend the meaning of OFFICIAL 1.7.9/WA UPDATE, as I was unaware of the issues being caused by the patches until yesterday, and almost never patch my game or had the remotest idea of the importance of patching. Yes, you now have a solid basis to call me an idiot (I know it's fun... go ahead). Nevertheless, it's  not always easy to understand the information provided unless you also have an undestanding of the subject at hand.

That is my story... and I'm sticking to it!




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 03, 23:00:23
Has anything changed that I am unaware of regarding the commands that come with Awesomemod?  I've used the search bar above and did not get a recent answer.  I cannot seem to use "lifetimehappiness" anymore since the 1.7 updates.  I've never had to have testingcheatsenabled on in the past to use it (which was one of the old answers given to someone who had the same problem with an older version).  I did the "showconfig" command and it was not listed there.

You need to enable the "debugcommands" option for the lifetimehappiness now.  Either in the config file, or type in setconfig debugcommands true while in game.  Yes it use to appear with just testingcheats.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 03, 23:10:08
I just updated to the 1.7 patch and the updated Awesomemod. I had reinstalled my game because I had some weird cc giving me some problems and I couldn't find the item to uninstall it in the launcher.  I went into CAS to make sure the item that was driving me crazy was gone but there wasn't any sims in the Pre-made Sim bin nor were there any traits to choose.

I went out of the game and removed Awesomemod restarted the game and it worked fine. I have been searching for the last three hours and can't find anything related to this.

I am not using the new EP and I don't have any other mods or cc installed.

Has anyone had this problem?

Edit:  I have another computer that I have had the same problem with but I didn't have to reinstall because the item giving me the problems showed up in the launcher and I was able to remove it. While I was trying to uninstall the item, I found out that I can't uninstall cc from the launcher unless Awesomemod is removed. I used to be able to install with Awesomemod installed.

Edit, Edit:  Strange but on my other computer I can install and uninstall from the launcher with Awesomemod installed.  It may have something to do with it being a better computer.





Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheHippyGardener on 2009 December 04, 00:43:44
Cool!  Thank you wizard_merlin for answering my question.  I thought I was going crazy or something.   8)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 04, 00:45:09

Edit:  I have another computer that I have had the same problem with but I didn't have to reinstall because the the item showed up in the laucher. While I was trying to uninstall the item, I just found out that I can't uninstall cc from the laucher unless Awesomemod is removed.


No shit :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 02:02:35
By that remark I am assuming that this has been posted here before maybe more than once and evidentially from your reaction it is right under my nose. So I am stupid. I can't help it. But I am certainly not lazy I have looked and looked. I reread the rtfm.txt file and have done everything by the book. If you know the answer, please go against your grain, be nice and tell me. I would certainly appreciate it.

Edit
I tell you what let's make it fun, let's play charades.  Give me a hint where I might be able to fine the answer, you don't even have to give me a link, maybe the general date this was discussed and since it is evidentially hiding under a topic title that is irrelevant, give me a few words from the topic. Or you could just send me a private message giving me the link if you don't want to discuss it here, then we could both delete our post and pretend it didn't happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 04, 02:20:44
By that remark I am assuming that this has been posted here before maybe more than once and evidentally from your reaction it is right under my nose. So I am stupid. I can't help it. But I am certainly not lazy I have looked and looked. I reread the rtfm.txt file and have done everything by the book. If you know the answer please go against your grain, be nice and tell me. I would certainly appreciate it.

Edit
I tell you what let make it fun, let play charades.  Give me a hint where I might could fine the answer you don't even have to give me a link, maybe the general date this was discussed and since it is evidently hiding under a topic title that is irrelevant give me a few words from the topic. Or you could just send me a private message giving me the link if you don't want to discuss it here, then we could both delete our post and pretend it didn't happen.

Do like I do in these instances: back up the important shit, do a complete uninstall, do a completely clean reinstall...

Now go reinstall all of your sims3packs that you should have sitting in a folder somewhere so you don't have to redownload them all.... if you do have to redownload them all, well, tough shit. Keep a backup folder of them next time. Just make sure you remove whatever was causing problems.

THEN put your /mods/packages crap back in with the framework.

For reference, the no shit was to the "AM needs to be removed to install S3Ps." Rule of thumb: always pull the mods folder to the desktop when you're using the dumb launcher.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 03:06:01
Maybe you need to put your glasses on. I typed in plain English "I had reinstalled my game". That means I was starting out with a fresh-spanking-new game. I immediately updated to the latest patch before I installed any mods (including Awesomemod). I started the game to make sure it was working ok. I check the CAS files the sims were there it was working fine. (by the way I have done this three times in the last two days - I have installed Awesomod more times than I can count in the past so I know how to install it (unless something has changed with this new patch)

I have been playing sims since Sims 1 when it came free with my computer and I know I have to back up everything before reinstalling. I have backups at various stages more than I can count. That there should tell you how stupid I am (I can only get so many backups in my thirty gigs allotted space). Anyway I am getting off of the point. The game worked fine. I installed Awesomemod check the CAS and the pre-made sims were gone.  I took out Awesomemod and they reappeared.  I have tried deleting the cache file each time I have reinstalled the game. It is still the same.

Now tell me if anyone has had to reinstall there game since they have installed this new patch and new Awesomemod and if they have had the same problem. Is there something wrong with Awesomemod or is there something special I need to do that I haven't had to do in the past.

If I sound a little T'd off that is because I am. I hate the way you people talk to people like they are lower and stupider than anything on earth. I hate the way people hesitate to ask a question on this forum (including me) and start off by apologizing for asking the question. What is this forum for if it isn't to help people? And don't tell me if I don't like it I can go somewhere else for the answers because I can't. I have gotten hooked on this mod and I can't play the game without it so if I give up the mod I will probably give up the game. But I don't give up easily so don't hold your breath. I am hear to stay until I get booted off by whoever it is that does the booting and I don't think that is you.

If I get any madder I won't have a keyboard left so I am going to close and hope some nice person can help me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 December 04, 03:33:21
I have installed Awesomod more time than I can count in the past so I know how to install it (unless something has changed with this new patch)

I think it has. You might want to read some of the threads that deal with this--I have had quite a struggle understanding it myself, so I will not try ot explain, but there are various ideas out there about whether to install AM in the WA folders or the base game folders. It has to do with whether you have a mac or pc, and there are probably other considerations. All I know is I got mine working eventually.

FWIW, I find no one attacks me if I follow proper grammar, spelling, punctuation and capitalization. I think in this culture it is a sign of respect to post using these language rules. It's like going to Paris and walking up to someone and demanding directions in English. They'll either be rude to you or send you in the wrong direction. I speak from experience, being half French and having lived there for 6 years. If you show them the respect of addressing them in their language, they'll usually be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 04, 04:35:46
Maybe you need to put your glasses on. I typed in plain English "I had reinstalled my game". That means I was starting out with a fresh-spanking-new game. I immediately updated to the latest patch before I installed any mods (including Awesomemod). I started the game to make sure it was working ok. I check the CAS files the sims were there it was working fine. (by the way I have done this three times in the last two days - I have installed Awesomod more time than I can count in the past so I know how to install it (unless something has changed with this new patch)

Now tell me if anyone has had to reinstall there game since we have gotten this new patch and and new Awesome mod and if they have had the same problem. Is there something wrong with Awesomemod or is there something special I need to do that I haven't had to do in the past.

As far as I can tell, the installation process with the latest patch (not WA) is exactly the same as it was with the older patch.

Did you use the resource.cfg file that comes with the AM download or another one, and are your mods in sub-folders inside the mods/packages folder?  The resource.cfg with the AM download is not set up for sub-folders, so anything is sub-folders will be ignored or cause problems.

It is when adding WA that things change.

I have been using WA and AM since AM was first made available for general testing/use, and I haven't experienced anything overly weird, just some minor glitches/bug here and there.  The AM issues tend to get fixed very quickly, if they are easily reproduceable by Pescado, and EAxis bugs, well, who knows when they will fix them, so we hope Pescado does.  It has been stated that 1.7 and WA use the same core coding, so if AM works in WA without problems it will also work with 1.7 without trouble.

I assume you are running a clean game as you have said you have reinstalled, but I don't think you said if you were reloading old saves or not.  If you are reloading old saves, DON'T, try a completely fresh game as many reports seem to suggest the 1.7 patch is making the old saves bugged, which react poorly to AM. 

Have you tried a new game with just AM, NO other CC or mods, just AM?  Most people who have complained about things missing usually have an old bugged game they were playing or a conflict with other mods/CC, and the problem goes away when they start clean.  A lot of people become over attached to their sims, or their current game, and resist as hard as they can to start a new game.  If you remember TS2 patches, they wouldn't work fully unless you started a fresh game, it appears TS3 may be the same, even worse.

Try and remember, we CANNOT see your fucking computer, we have to try and visualise what you are saying is happening, and what you say you are doing.  If we saw your fucking computer first hand, we could help you a whole lot easier and quicker, but we can't.  As a result you need to be either alot clearer in explaining what is happening and what your doing, or put up with a shitload of questions and useless statements while people willing to help try and work out what is going wrong.  If you want to keep telling us how smart you are and how clever you are, defend yourself, complain that your getting picked on,etc, etc, then you will be sporked and harassed.  Just go and check all the recent useless fucking posts asking how to make AM work, they are endless and all the fucking same.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 05:49:54
So what, am I suppose to cuss you out the way you guys are cussing me out. I ask for help as politely as I know how and then someone responded by cussing at me. If you ask me you are the ones who need to learn proper language. I am not going to set by and be talked to like that and I will not lower myself to using that type of language, it is not necessary to get my point across and it is very bad grammar. So, if you don't want to help me then don't.

I do appreciate what you had said at the beginning of your post in trying to help me (at least it sounded like you were trying to help me to start with) but none of it applies to my situation. As I have said, if you had read my post, I do not have the new EP WA. There are no posts for me to read that I can find.

Wizard:
Actually I was telling you how stupid I was but also letting you know that I was at least familiar with installing the Awesomemod and installing the game.

I don't know how I can tell you any clearer (I even used smaller paragraphs as someone has told me I should even though the topic didn't change). I have said all this before (most of it) but I will try again. Maybe if I outline it line for line you will understand my situation better:

1. I started with a new installation (3 times I have done this).
2. I didn't reinstall any custom content or mods, only awesome mod.  
3. I do not have the new EP, WA.  
4. I have not added back any of my saved files though I do have them backed up on my computer.
5. I use the TS3Install helper to install all package files but like I said the only one I installed was Awesomemod. I installed it in the package file not any of the folders within the package file.
6. I deleted the cache file

Now have either one of you or anyone else installed this game (only the base game - not the EP)
1. Using a clean install
2. Installed the updated Awesomemod and no other mods or custom content
3. Then gone to the CAS window and looked to see if the original sample sims and the trait selections were there. Or know of a thread where someone else has?
4. If their sims were there then there is something wrong with my installation. But I can't for the life of me figure out what it is.

I am about to pull my hair out. I am having Sims withdrawals and I need to go Christmas shopping.

If you don't have the answers or any suggestions that would apply then don't reply. I really do not like being humiliated.

I have ran this through Word's spelling and grammar check so blame that program if there is an error.
By the way, is there really a rule that you have to spell everything perfectly on this forum to make a post and if you don't you will be cussed out for it.








Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 04, 06:51:34
By the way, is there really a rule that you have to spell everything perfectly on this forum to make a post and if you don't you will be cussed out for it.

Yes, and for bad grammar.

Have you tried playing the game, or making your own sim, rather than looking at the original sample sims, to see if those options are available to you?  

Have you actually verified that AM is in fact installed and working, or are you just assuming it is?

I have never bothered looking at the original sample sims, I always make my own sim when I start a new game.  If I remember next time I fire up the game, even though I have WA, I'll pop into CAS and click on a sample sim or two and see what comes up.  EDIT - I just had a look, and when I select the "pre-made sims" panel, it is empty, there are no sims.   Are you saying that pre patch, that panel did contain sims and is now empty?  If I try making a new sim, I can access the trait panel without any problems.

If these seem mundane or whatever, well I'll stop trying to offer you suggestions.  These are things I would be trying if I was in that situation.  Verify if it is just those actual sims, or if the problem exists for all sims in the game.

It is extremely difficult to help when you can't actually see the problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 07:38:33
Yes I have created sims hundreds of them. I have reinstalled my game countless times but I don't remember going to the CAS before installing my saved games.  So I don't know how long it has been since these pre-made sims and traits have been missing. It seems like I had the feeling I was missing some sims for a while now but like you, I create my own so it wasn't a problem and I figured I must have lost them through reinstalling sometime or another. But the more I think about it, I remember thinking I had more elderly pre-mades than what I have now. So this must be something that has occurred previously.

I have two computers, one I am giving to my grandson for Christmas and am setting it up with Sims. It has the original files prior to updating this last time. I have updated it to the latest patch and Awesomemod but I didn't have to reinstall the whole game before I updated it. I just checked out the CAS in it and the original Sims are missing. I wished I had thought to check it before I updated. However all the sims I have created and saved to the bin are in the CAS and the traits are available to choose from.

My computer: I had to reinstall the whole game, when I go into CAS there are no sims at all. It will give you one sim when you first go into it but you can't add traits or choose their life time wish.

So I cannot even create a new sim unless I install my backups.  I haven't done that yet so I don't know if that will add the trait selection back or not. I have a feeling it will and if it does I will be able to play the game. I have been installing my downloads so I checked them out in CAS but could not choose the traits for them.

I am wondering how this will affect people who don't save their games. They will probably have to play a while before installing Awesomemod and get some sims save to their bin. (EDIT: Read the continuing post on this topic, having saved neighbhorhood and saved sims had nothing to do with this problem.)

Yes I have checked out the game. Awesomemod is working. I can click and select another households without going through edit town and I have it configured for Testingcheatsenabled true to come on automatically and it is working.

Ok it is 1:38 here and I ran this through spell check and glanced over it again but don't have time to triple check.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 07:45:04
So are you saying that you haven't saved any of your created sims to the bin when you first created them?  If you did, then you should have sims in the CAS.  At least I believe that is why I do on my grandson's computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 04, 09:49:43
So are you saying that you haven't saved any of your created sims to the bin when you first created them?  If you did, then you should have sims in the CAS.  At least I believe that is why I do on my grandson's computer.

The two sims I have made so far are in the library (sim bin) to choose from to play with, but they don't appear in CAS afterward.  I have never bothered with the pre-made sim section, so don't know if they were ever there or not.  If after making them I don't like anything about them, I either scrap them and start again, or wait until I put them in game then modify them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 04, 10:31:34
My computer: I had to reinstall the whole game, when I go into CAS there are no sims at all. It will give you one sim when you first go into it but you can't add traits or choose their life time wish.
Define "no sims". How are there no sims? CAS normally only starts up with only one sim for you to edit, and it is up to you to make more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Squashy on 2009 December 04, 11:10:48
Can someone tell me what "fambly" means ? LOL ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheHippyGardener on 2009 December 04, 14:01:58
"Fambly" means family.  LOL!

I noticed the "no sims" thing myself, but not in CAS.  When I uninstalled/reinstalled everything and only had awesomemod and no other CC or mods I had no sims in the town.  Meaning I was starting a brand new game with no other saved games in, when it took me to the town and usually there are three options but the choose a household option was not there.  Because there was no families in the town.  Once I went into CAS, created a sim and plopped them in the neighborhood, or chose a family from the bin, then everything was normal and there were families in most of the lots.  But initialy going in the town seemed empty.  But I didn't think it was a big deal and since after actually playing the town was full like normal I just ignored the glitch.

I hope all that makes sense.  Just trying to help.   ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 04, 15:25:14
Okay. A light turned on and I understand the problem now, and I'm surprised you didn't just suggest this Pescado....

Sandman, have you tried pushing the asterisk shaped button that says "show only custom content" (okay, I'm paraphrasing, haven't read that button for awhile) so that it is turned off?

I ask this because of this particular feature of AM that is enabled by default:

CustomSimFilterIsDefault      Enabled      SimBin uses custom-sims-only filter by default.

I really don't understand what you mean by traits are missing, however, because you say you can make your own sims and it isn't an issue? What? (I just woke up, so if I'm misreading, feel free to quote your own post and show me the part where you explained this cause my brain is having trouble finding it pre-coffee).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 16:49:40
Wizard:

I always choose to copy my created sims to the bin so that they show up in the select a sim box and I can make other sims from my favorites maybe changing something minor to make them different. I like starting with a sim I like and changing them because I usually do not like the one the game generates.

In case you or anyone else isn't familiar with the option, you access it by click on the three dots at the bottom of the newly created sims' portrait at the bottom of the CAS window. It gives you the choice to Create a Twin, Share Sim, or Save Sim to Bin. When you choose to save it to the bin it shows up in the Pre-made sims as another pre-made sim to choose from.

Pescado:
I am talking about the sample sims the game normally give you to choose from in the Pre-made Sim box in CAS.

Hippy:
Yes, I have noticed the same thing. I thought it was strange it didn't have the third option, but since I have always added back my saves immediately I have never encountered that before. But the reason I noticed it yesterday was because I did have the feeling that when I first started this game, way back when I first installed it on the computer, I had a choice to choose one of the families that was already in the town to start playing with. Now I can only choose a family from the bin and place them in a house before the other families show up in the town.

Silent:
Well I click on the asterisk and all the pre-made sims shows up in the Pre-made Sim box (Thank you, I have noticed that button, but usually when you install a new game the premades are already there. I didn't think about clicking on it because I hadn't installed any cc yet.) but when I choose one of them I still can't select their traits.  So I still have that problem. You know when you create a sim you give them a name, and choose from a selection of clothes, hair, facial features and traits.

I can choose the traits on my grandson's computer, I think because I have my saved sims installed in it.  (EDIT:  read the following posts related to this, my grandson's computer didn't have the outdated mods on it) But on my computer I can't choose traits for any sim I create or any of the sims in the Pre-made Sims box whether they are downloaded or are pre-made. Lol I take that back, it does give me the option of the "Stupid" trait so at least I can make myself.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 04, 18:46:14
Wizard, you said that it would be best to start with a clean game and not reinstall saves using this latest patch. Did you not add back your saves? If you didn't how do you give the sims traits?

I will try to add back my saved sims and see if that triggers the traits to start working. However, that is why I had to reinstall my game in the first place. I was trying to get rid of a weird cc. If was called bottom.nkd. It came in with a couple downloaded sims. It is the bottom half of a naked woman and was included in all ages of the female sims. I had babies being born with it and toddler would roll it when they aged. The thing would deform them and it was certainly bizarre to see a sim walking down the street half naked. It came in with two different sims one called Josie and one called Andrea Real. I removed it from my grandson's computer but it wasn't showing up in my launcher for me to remove from mine so I resorted to removing the downloads and saved sims but it didn't get rid of it so I had to reinstall the game.

I am going to back up my grandson's saved sims and install his maybe it will work then. His are the same as mind without the weird cc.

I also had a vampire shirt that was doing the same thing but it was also included in the men's wardrobe selection.  I was able to remove that one. It came in with a downloaded toddler call Catryn. By the way all these were downloaded off of Sims 3 website's Exchange.

I will let you know if it fixes the traits.


EDIT:  Before I tried installing my saved sims I decided to remove Awesomemod and restart the game. As I mentioned somewhere in another post previous to this one, the game works find without Awesomemod. I created a sim, gave her traits and saved her to the bin.  I went out of CAS bought her a house and moved her in then quit and saved the town.

I reinstalled Awesomemod and restarted the game.  I opened up the saved game and immediately noticed that I was given the three options, Create Sim, Choose Household, or move in household, where before I wasn't given the Choose Household and all the sims were in the town were already there. (EDIT: This was because I had already moved a sim in a house and saved the neighborhood. The option to Choose Household is only missing when I am opening a new game.) I chose the option to create a sim. The sim I had created was there but none of her traits were listed and when I tried to give her traits it wouldn't let me.

I went out of CAS and opened the house of the sim I had previously created. Her traits wasn't listed in the Simology tab. Someone else had posted this happening to them at: http://www.moreawesomethanyou.com/smf/index.php/topic,15531.msg503500.html#msg503500.  I had this happened to me a few days ago also before I updated but it stopped. So this is evidentally something pre-this last update.

So that leads me to believe that adding my saved sims might not work either but I will try that.

Edit Edit:
I installed my saved sims and there was no change. I tried creating a new town and it was exactly the same. It gave me the three options as above to Create Sim, Choose Household or move in household. But the traits are missing from every sim and I can't add them. I even tried using the "addtrait good"; it said there wasn't a trait called good.

So now I will add back my saves because it can't get any worse. Until there is a solution I will probably have to just use another mod.  

I can't believe this isn't happening to more than just a few people.  Maybe it has to do with my computer being on the low end of the required specs. My graphic card is as low as it goes. I can run it fine without Awesomemod so either Awesomemod uses more of something my computer doesn't have enough of or there is something not compatible.  I hate to give it up. I don't think any of the other mods are nearly as good. I will keep checking back and seeing if anyone has found a solution.

Thankyou to those that tried to help me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 05, 04:33:00
Wizard, you said that it would be best to start with a clean game and not reinstall saves using this latest patch. Did you not add back your saves? If you didn't how do you give the sims traits?

I dumped my saves to the desktop, and used a new temp game to have a look through WA, and the new feature 1.6 gave us.  I usually do that before using an old save in case something screws up the game.  After seeing reports of old saved games suddenly being all bugged, so I discarded the old saves and started again.

To add traits, I just create my sim, then click on the heart tab (I think it's a heart shape, never pay much attention) and click the add traits link on the second (I think) tab that comes up, the traits are there and have always been for my games.

After EAxis TS2 patches would work properly unless you dumped your current game and started fresh, I got use to restarting every 6 months or so.  I just did the same thing this time.  Plus it lets me change the game direction from the start, who my sim marries, where he lives, what he does, etc.  Keeps it more interesting for me.  I usually work between 2 games, one from Riverview and one from Sunset Valley.  If EAxis ever get their neighbourhood maker up and running, I'll probably make my own hood and stay there, or tweak the other two more to my liking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 05, 05:12:17
Well it must be my computer then. Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Slymenstra on 2009 December 05, 07:07:04
Does anyone know or if Pes reads this...when Auto save is enabled, does it save or save as the next time around?  I am finding I am getting Error 16 when my game is set to auto save (several saves into the play session).  I just started a new neighborhood and my computer had just been rebooted so my ram was good to go.  I am trying to figure out what causes the Error 16, and I always Save As, and wondered what auto save did.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 05, 07:10:42
Autosave always saves to the AutosaveX slot. It will not affect what happens when you save nor save as. "Save" saves to the current slot, "Save As" saves to a user-specified slot but CHANGES your current slot to that slot for any future "Save". AutoSave does neither of these things, saving to an automatically specified slot without altering the present save slot. If an AutoSave fails to save, it has no impact on your game's ability to save or save as.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Slymenstra on 2009 December 05, 07:37:49
Okay thanks.  I have been really struggling with this stupid game since getting WA.  I get a lot of Error 16s and a shit load of corrupt sims and lots.  I have been pouring through forums and deleting CC, and still get errors. 

According to EA (yeah, I know  ::) ) they say you should never get an Error 16 after you patch your game and start from a fresh hood and save as.  I have done all of that and still can't get very far before the whole town implodes.  So just wondered how the Auto save feature worked.  Looks like more CC removing and testing.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Misaki on 2009 December 05, 08:46:21
Hello.

I've got a silly question, If I had the AM story mode enabled, can I disable the EAxis one on options? Or do I have to have it on?

Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 December 05, 09:08:46
Hello.

I've got a silly question, If I had the AM story mode enabled, can I disable the EAxis one on options? Or do I have to have it on?

Thanks in advance.

In my experience story mode must be switched on for AwesomeStory to function. Which makes sense if you think about it--that way you can enable AwesomeStory in your config and still be able to turn it off in the options menu for time to time for whatever reason.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 05, 10:00:02
Okay thanks.  I have been really struggling with this stupid game since getting WA.  I get a lot of Error 16s and a shit load of corrupt sims and lots.  I have been pouring through forums and deleting CC, and still get errors. 

According to EA (yeah, I know  ::) ) they say you should never get an Error 16 after you patch your game and start from a fresh hood and save as.  I have done all of that and still can't get very far before the whole town implodes.  So just wondered how the Auto save feature worked.  Looks like more CC removing and testing.

Try checking for a new patch EAxis.  Error 16 occurred with the 1.6 patch and was fixed with the corresponding 1.7/2.2.8 for WA, supposedly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bettybrant on 2009 December 05, 13:38:58
I hope I'm posting this question in the right place; my apologies if not.  My version of Awesomemod expired on Dec. 2, and my game is unpatched -- that is, I've only patched the game as far as 1.4.6.  (The reason for this is that my daughter is getting WA for Christmas, and I'm not changing the game even to patch it until WA is installed).  Is there a version of Awesomemod that won't expire and that will still work with only version 1.4.6 of the game?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2009 December 05, 14:38:11
Is there a version of Awesomemod that won't expire and that will still work with only version 1.4.6 of the game?

No, no and also no.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 December 05, 16:16:16
The new version of AM with patch 1.7 doesn't work with http://www.modthesims.info/download.php?t=348890&c=1&ht=0&page=2&pp=25. All social interactions are gone when you have it installed. I just thought I would let everyone know, because it probably doesn't work with other teen pregnancy mods either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 December 05, 16:25:30
It doesn't work because it's a CORE MOD. AwesomeMod is also a CORE MOD. You can only have one core mod. A pregnancy mod that is NOT a core mod might work just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Morphar on 2009 December 05, 16:35:04
Thanks Morphar...I'll make another attempt in a couple days and post my results.


Update 11/23:
I updated to 1.6.6, but still the problem persists.
I read the info on Morphar's link and the consensus is that the sound 2 tab in Direct X Diagnostics is the root of the problem...unfortunately I can't see any way to remove it as specified as there is no indication of the culprit 56k modem in my device manager or control panel. Changing the hardware acceleration didn't help either.

I did find an odd Multimedia audio controller in 'Other devices' in the device manager, but disabling it had no effect.

Until there is a fix by EA or a more comprehensive understanding of the issues, it's 1.2.7 for me...

I just checked this after the 1.7.9 patch. The problem is still not fixed. You can turn off the dial up modem sound in the Device Manager under Sound Video and Game Controllers. In my case it is called Unimodem Half Duplex Audio Device.

If you can't find it remove the dial up modem board from your computer.
What on earth have they done? The modem sound makes the game unplayable. It all started with the 1.4 patch


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 05, 21:20:09
My game is working!  The traits are showing up, I have no idea what I did to fix it.  

If you haven't been following my problem then check back a few post in this thread if you want to read everything; but just to narrow it down, I had reinstalled my game and the only mod I had reinstall was Awesomemod and its config file. I didn't even install my saves. It was a clean install. The problem: my traits disappeared all but the stupid trait. I couldn't get them in CAS and the sims that were in the game didn't have traits. I did everything by the book when I installed. Awesomemod was working. No one could help and had not idea what the problem was. I tried reinstalling my saves, it didn't help.

The only thing I done to fix it was give up on Awesomemod. I removed it and the config file and install another story progression mod.  It worked! All my traits were there. I reinstalled the rest of my mods and it stopped working. After filtering through the mods I updated a couple and it started work again.

Then it started nagging me. If this mod can work why can't Awesomemod?  As I said in a previous post, I don't give up easily.  The only thing different was Awesomemod and the Awesomemod Config file was missing. So I begin to wonder if there was something I had set in the config file that was causing the problem. I thought it may have been the setting where you can keep testingcheatsenabled true on permanently.  So I removed the story progression mod I was using and reinstalled Awesomemod. It worked! I checked the config to see if the settings were the same, they were. Testingcheatsenabled true was still on. So I reinstalled the config file. It's still working.

What could have happened to make it start working?  Anyone got any idea?


EDIT:  Something I haven't mentioned. I did update the awesomemod that was suppose be outdated I think tomorrow but it still didn't help. That was right before I gave up and removed it. I don't know if there was a change in it that didn't show up until this last install. Not likely, but I thought I would throw that out there.  Or maybe installing the other story progession did something to change something.

I am afraid to turn my game off, it might stop working again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 06, 02:39:31
Pescado:
I am talking about the sample sims the game normally give you to choose from in the Pre-made Sim box in CAS.
Working as designed. Tap the asterix icon. AwesomeMod is programmed to default to displaying only the custom sims first, because most people are generally not in the habit of loading a bunch of premades, and as in TS2, people actually made hiders to banish them. Doubly important because the premade list is quite large and loads slowly.

I can choose the traits on my grandson's computer, I think because I have my saved sims installed in it.  But on my computer I can't choose traits for any sim I create or any of the sims in the Pre-made Sims box whether they are downloaded or are pre-made. Lol I take that back, it does give me the option of the "Stupid" trait so at least I can make myself.
Once again, I point the blame squarely at tight pants.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 December 06, 05:26:23
For some reason, lifetimehappiness no longer works on my game. Has this happened to anyone else, and is there an fix/alternative?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 06, 06:16:59
For some reason, lifetimehappiness no longer works on my game. Has this happened to anyone else, and is there an fix/alternative?

It DOES work.

Turn on debugcommands.  Either in the config file, or by "setconfig debugcommands true" in game.  It is no longer active with teastingcheats, you have to turn on debugcommands.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mhavril on 2009 December 06, 11:45:29
For some reason, lifetimehappiness no longer works on my game. Has this happened to anyone else, and is there an fix/alternative?

It DOES work.

Turn on debugcommands.  Either in the config file, or by "setconfig debugcommands true" in game.  It is no longer active with teastingcheats, you have to turn on debugcommands.

Thank you, sir!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sandman on 2009 December 06, 14:02:23
As stated previously the traits were not showing up in my game while playing with Awesomemod since I last reinstalled and updated the game.  This had happen only sporadically previously and only maybe the last couple of weeks or so. I didn't really pay much attention, thinking it was only a glitch until they stopped showing up at all when I reinstalled and updated.

Does anyone know if it is possible for Awesomemod to conflict with outdated mods if they are NOT included in the same folder?

The only mods I had in the c:\programfiles\electronicarts\mods\packages folder was Awesomemod and the config file. However, I did have outdated mods (not knowing at the time they were outdated) saved elsewhere on my computer.

As stated above when I installed the other mods in c:\programfiles\electronicarts\mods\packages, updated them and removed the old saved mods from elsewhere on my computer to the recycle bin the traits appeared while using Awesomemod. The game started working fine with Awesomemod!

That is the only thing I can come up with that may have caused the problem I was having.

However, I tried to reenact it by restoring the outdated mods but the trait still showed up. So maybe removing them to the recycle bin broke the contact enough to straigten Awesomemod out.

I haven't had this problem until about the same time they came out with the new patch and then it was just occasionally and only with certain lots and I imagine that is when the other mods became outdated. But it wasn't a big problem until I reinstall my game and I couldn't get traits at all.

It seems like from Sims 2 I have heard that conflicts can cross to other parts of the computer and people would tell you to completely get rid of the conflicting cc/mods from your computer. But it looks like it would still conflict even if it was in the recycle bin (I hadn't empty it yet) or maybe the recycle bin has some barrier that keeps the rest of the computer from accessing the files in there.

EDIT:  I had posted this question to a tech support web site and they did confirm that mods can conflict even they they are both not installed in the same game and are in different folders.  And I also found out that different mods may cause different types of conflict. It was the outdated Hidden Traits program that was effecting the traits, which makes sense. Then once I got that fixed I was having a problem with the relationships not showing up I removed three more of my least favorite mods and that fixed it but I am not sure yet which mod was causing that problem.

The moral to the story is if you are having problems make sure all you mods are uptodate whether they are installed in the game or just somewhere on your computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rooster on 2009 December 06, 18:48:05
just wondering how to get nectaring on supreme commander to work ? I've tried making my sim use nectar machines before and filling his inventory up with fruit but it keeps complaining 'no nectaring items available


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2009 December 06, 21:17:48
Hello, everyone! I have searched this question but can't find an answer, so it may be that I'm not searching the right terms, but... anyway, I hope someone can help me. :)

I just got World Adventures today, installed, and upgraded awesomemod and aweconf because I see on the thread that they are now for use with WA.  However, with Awesomemod installed, I can't get the game to run.  It goes through the startup sequence, then when it gets to the load screen, it just sits there.  The bar doesn't fill, and the mouse pointer just goes round and round in a circle.

I don't have any idea how to get any kind of crash report, error report or anything that might help me be more specific, so if you need that sort of thing, I'd love it if you could tell me HOW to get it for you. Otherwise, maybe it's something else that's wrong.  I still have AM and aweconf installed in the base game Mods/Packages folder.  Should I put them in the WA Mods/Packages folder instead?

Thanks in advance for any help.


Never mind - I just discovered that the install instructions have changed.  I will follow those first and then if it still doesn't work, I'll come back.  Please ignore this post.  Thanks.  *hides in embarrassment at own stupidity*

Edit to add: after following the new install directions and updating the patch to 2.2, everything seems to be working perfectly.  Game is up and running, and showconfig gives me 4 pages of configurations.  Thanks to Coconnor for the instructions, Pescado for the hack, and everyone else for ignoring me. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sanscript on 2009 December 06, 23:15:17
For some reason, lifetimehappiness no longer works on my game. Has this happened to anyone else, and is there an fix/alternative?

It DOES work.

Turn on debugcommands.  Either in the config file, or by "setconfig debugcommands true" in game.  It is no longer active with teastingcheats, you have to turn on debugcommands.

Thank you, sir!

I tried this and it didn't recognize the "setconfig" command. Actually, it won't recognize any of the Awesomemod commands. Any other suggestions to get them to work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kazzander on 2009 December 06, 23:25:33
Hi Sanscript

If 'setconfig' isn't showing up, or being recognised, it means you have Awesomemod installed incorrectly. When you have your game running, try entering 'showconfig'. If you don't get four pages of things that Awesomemod can do, then you have stuffed up somehow. You may need to go back and re-read the posts about where everything goes, and make sure you have the framework installed properly, or nothing is going to work for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sanscript on 2009 December 06, 23:31:47
Ack, I had a feeling that might be the case. I did my best with re-installing the mod for WA, but when I right click on my folders I don't get a "show contents" option (I'm on a Mac), so I was kind of shooting in the dark using an aliased folder that I thought showed me the right stuff. I might need someone told hold my hand through this, I'm kind of retarded about the inner workings of the file systems on this computer. I was just happy that I managed to get my game to stop freezing upon startup and assumed it was all working correctly. I'll go mess around with framework again.

ETA: Duh, no wonder it's not working! I was using these instructions (http://img200.imageshack.us/img200/752/installingawesome.jpg), which are not for WA, I'll see if the updated guide works for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 December 07, 15:40:50
I'm wondering how the spearmen don't defeat tanks thingy works.  I assume it has to do with fighting.  But my main question is how much of an impact martial arts skill is factored in to the fights.

Also, since we have zombies now. (err... mummies) It would be neat if we had an option where the playable/neighborhood mummies could curse people or otherwise make more mummies (maybe just to people who aren't friends).  And if brave/good sims would fight mummies and kill the bastards (if they won) when they tried.

Or perhaps the mummies would try to kill sims who aren't friends when they are hungry... and eat the brains.  But if there is an extra Sarcaphogous on their lot they'd convert a friend to a mummy and move them into their house.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 07, 15:43:13
I'm wondering how the spearmen don't defeat tanks thingy works.  I assume it has to do with fighting.  But my main question is how much of an impact martial arts skill is factored in to the fights.
The Spearman vs. Tank fix fixes the fact that the unmodified sparring formula uses the same crappy formula that Spearman vs. Tank used, way back nearly 20 years ago in Civ.

Also, since we have zombies now. (err... mummies) It would be neat if we had an option where the playable/neighborhood mummies could curse people or otherwise make more mummies (maybe just to people who aren't friends).  And if brave/good sims would fight mummies and kill the bastards (if they won) when they tried.
Mummies are not zombies. Mummies work differently than zombies. Whereas a zombie can be destroyed by hacking it to pieces and blowing its head off, you have to defile a mummy completely, otherwise they come back to life. Also, those slain by mummies do not become mummies, mummies require specific preparation to create.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: amphetamine on 2009 December 08, 01:46:21
It might be a stupid question, but is it possible to make AwesomeMod unexpirable? The latest version requires the new patch and my game doesn't work at all with it (it's a long story) but functions quite well with the 1.4.6 patch (wich I believe is the version compatible with the last AwesomeMod before the latest), and I wish to continue playing with AwesomeMod, but that is impossible if it automatically expires.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2009 December 08, 01:59:22
No. Patch or GTFO. Also, lern 2 search.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 08, 15:38:57
It might be a stupid question, but is it possible to make AwesomeMod unexpirable?
It's possible, but I can't do it as the code for it no longer exists.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 December 08, 17:56:53
In my 1.7.9 carry-over pre-patch legacy game (no WA), my kleptos can only swipe from the park. No other outside area and no inside areas (public or private) give a swipe option at any time of day or night. I am sure it is an EA problem, and maybe it only affects older saved games. My guess is the building changes in a patch affected that option. It isn't a problem for me as I only send them out to steal something when a Sim rolls want to do so (and that is still possible). I just wonder if the code could be adjusted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 December 08, 18:08:12
In my 1.7.9 carry-over pre-patch legacy game (no WA), my kleptos can only swipe from the park. No other outside area and no inside areas (public or private) give a swipe option at any time of day or night. I am sure it is an EA problem, and maybe it only affects older saved games. My guess is the building changes in a patch affected that option. It isn't a problem for me as I only send them out to steal something when a Sim rolls want to do so (and that is still possible). I just wonder if the code could be adjusted.
You should try a new game and see if you still have that happen.  That way we'd know if something needs fixing... or if old games are fucked but it isn't worth worrying about.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 December 08, 19:20:46
So I used AM's Sell/Refine feature for the first time last night.  When my sim picked up the mail the following evening, this is what happened:
(http://i14.photobucket.com/albums/a302/Rosawyn/Sims%203/MagigGnome.jpg)
Now, the only Magic Gnome I've ever gotten before was a French one I fished up in France, so needless to say I was somewhat surprised to recieve 7 of them all at once in the mail.  Is this the "normal" way one aquires a Magic Gnome?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 December 08, 20:30:48
It doesn't work because it's a CORE MOD. AwesomeMod is also a CORE MOD. You can only have one core mod. A pregnancy mod that is NOT a core mod might work just fine.

Actually, this mod always worked for me with AM. I understand what a core mod is and that it usually shouldn't work, but this one did. I thought maybe the reason why it wasn't working had to do with the social interactions.

Another problem I'm having is that when I'm playing with Bob Newbie (who is the only sim I have encountered with this problem) he sometimes loses his social interactions with Betty Simovich. He didn't lose them with any other sim except her.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2009 December 08, 23:09:57
Beats the heck out of me, then. I used to have a hack that altered pregnancy and an autonomous woo hoo one, but both were xml hacks and not core hacks. I hope someone updates them one of these days.

I haven't noticed any loss of social interactions in my game, either, but I read early on after the patch/WA update that any mod that changes social interactions could make them all disappear, so I took them all out. Do you still have any mods that alter social interactions in your game? If not, then again, it beats the heck out of me.  :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 December 08, 23:51:54
I made a brand new klepto in a brand new game in Riverview and in Sunset Valley. He could swipe outside the library and gym, but not inside. The option is just not available inside. I took out AM and that does not make a difference. (I do not have any other mods. I moved my old folders to the desktop before updating and patching. Even then, I only had limited mods such as no intro.) I am convinced that EA borked the interaction somehow when they tweaked the building abilities.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 December 09, 01:42:18
I made a brand new klepto in a brand new game in Riverview and in Sunset Valley. He could swipe outside the library and gym, but not inside. The option is just not available inside. I took out AM and that does not make a difference. (I do not have any other mods. I moved my old folders to the desktop before updating and patching. Even then, I only had limited mods such as no intro.) I am convinced that EA borked the interaction somehow when they tweaked the building abilities.
I wouldn't doubt they borked it.  On a side note, I *think* you can't swipe if people are nearby which might be why.  But considering EA, my money is on they broke it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 December 09, 03:49:28
Trust me, the rooms were empty. The buildings were sometimes empty. I think it might be EA's way of keeping the objects in the buildings from disappearing.

I have never had objects taken from inside a building respawn no matter how many generations passed. However, objects swiped from outside could respawn, such as the founding father statue. So, they might have changed the code on purpose.

The art gallery no longer has a gallery tag after swiping things for a few generations. The dimly lit washrooms that are missing a toilet or sink also seem a bit weird over time. So, I guess it is for the best.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2009 December 09, 04:05:02
So just to confirm, only the 1.7 patch is needed not WA? Ive got the patch just not the expansion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2009 December 09, 16:45:53
Confirmed. I only have the 1.7.9 and no WA. AM works well.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Benazir on 2009 December 09, 20:09:33
 Debug command "purgereactions" doesn't work with last new AM.  >:(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 December 11, 20:23:28
Beats the heck out of me, then. I used to have a hack that altered pregnancy and an autonomous woo hoo one, but both were xml hacks and not core hacks. I hope someone updates them one of these days.

I haven't noticed any loss of social interactions in my game, either, but I read early on after the patch/WA update that any mod that changes social interactions could make them all disappear, so I took them all out. Do you still have any mods that alter social interactions in your game? If not, then again, it beats the heck out of me.  :P

No, I don't and the weird thing is that I've only noticed it with one sim so far.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 12, 05:28:38
With the new version of AM apparently we can alter the kung-fu outfit with the console, how do I do this, I typed command that was given but it just gives me
<A>[.#][B>[.#]?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 12, 05:32:52
Well, first, you need to plan yourself a new outfit, placing it somewhere in an existing category with the dresser, for instance, Athletic Outfit #3.. Then, to transfer it over to your Kung Fu Outfit, you can type "outfitmv athletic.3 martialarts.1", which will move athletic 3 (clearing it) to martial arts 1.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 12, 11:44:19
Ok thanks. Too bad we just can't edit the extras on the martial arts outfit (when my sim was a teen whenever he did kung-fu he wore glasses, it was weird).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 12, 12:06:10
Isn't that what I just said you could do? If you want to modify an EXISTING outfit, outfitcp martialarts.1 athletic.3, dresser, mirror, outfitmv


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 12, 19:41:09
Ok that makes more sense. Thanks again!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 December 13, 00:13:34
A question for JM Pescado ESQ.  Because he does not become superior, with an 'Oh gosh I know more than you' type attitude and be rude to people simply asking for help, just because he can. 

Obviously those of you that are always polite please ignore this and thank you for that.

Hello Mr Pescado

I have searched for an answer to this but obviously have not found one.

I do not nor do I want 1.7 update or WA.  I have the base game and a few mods including your Awesome. I have version 1.4 7 and that is how I want to stay.  (I did do the 1.7 thing but some of my mods that are not going to be updated did not work and I cannot do without them)  So I reinstalled to get my game back to how I had it prior to updating.

My problem is that my Awe mod now does not work, it has that usual message about updating (it is out of date) but as explained the updated version will not 'work' for me. My game play insists on mods I have installed and as they are now outdated and will not be updated I want to stick with them and the older version of the game and indeed your mod.

So I am left with the Vanilla EA version and as you can imagine it sucks to the highest degree.

Is there a way I can stick to the older version of your mod, IE the one I have installed already?  (which is the one prior to this latest one) Another words can I get the update message cleared so that my game and your pre- 1.7 Awemod will work again?

I totally understand why you had to add the update clause and as a result I obviously will not  bother you with daft questions about an older version of your Awe mod that I am (hopefully) using. 

I hope I have explained this correctly and I thank you in anticipation of your answer.

Kind regards

 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 13, 01:28:58
As far as Pescado is concerned the old version of Awesomemod does not exist. The only version that exists is the one available for download. Period. End of story. It says this 100 times in this thread alone. As for the rest of it? See my response to you in one of the other million threads you posted this in.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2009 December 13, 05:08:00
Feel free to turkey-slap me for my lack of knowings, but-
Where can I find a description/comparison of the AwesomeStory differences, and the differences between EAxian and Awesome jealousy code? I certainly assume that Awesome is Better as usual, but I'd love to be able to contrast the two.

Somewhat related:
I have this one Sim that just will not respond to any romantic advances I place on him, nor will my Sim respond to his, but he has a whole bunch of romantic interests. Controlling him myself and having him initiate the romantic advances get him rejected by MY sim too.
Similarly, a romantic interest of my Sim has recently gotten married to someone else, and he rejects all romantic interactions now. I assume this is supposed to happen (though he's a Schmoozer, with Commitment Issues and is Flirty?). Only way I can get him to respond at all is by controlling him myself and having him initiate the actions.

Is there a certain pattern of interactions these need to get to respond favorably? I of course have Awesomemod, and I've tried several configurations of Story, Jealousy modes, etc, but all with the same results.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 December 13, 06:04:34
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

I'm loathe to post this in the new bug thread because I haven't seen this reported anywhere else. I am also using Twallan's story mode mod, but removing that does not solve the problem. No other mods.

Anyone have any idea why this would be?

Quote
Is there a certain pattern of interactions these need to get to respond favorably? I of course have Awesomemod, and I've tried several configurations of Story, Jealousy modes, etc, but all with the same results.

Have you tried getting the relationship up really high?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 13, 06:39:42
Is there a way I can stick to the older version of your mod, IE the one I have installed already?  (which is the one prior to this latest one) Another words can I get the update message cleared so that my game and your pre- 1.7 Awemod will work again?
Sure, tell your computer that it's 2008 forever. I don't really see why you'd want to stick to an old, known to be broken version, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 December 13, 06:53:41
I did do the 1.7 thing but some of my mods that are not going to be updated did not work and I cannot do without them

Are you referring to IndieStone? Because Twallan's mod is quite a good replacement. Don't be intimidated by all the options.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2009 December 13, 09:41:54
Have you tried getting the relationship up really high?

Yeah, it's up as high as it can go, they're still in the eternal 'Friend Zone'. Does it sound like it's something silly I've done at some point?... Nobody else seems to have this issue, so I'm thinking I've done something borky somewhere.

Nevermind, I got him to cooperate eventually. I still don't know what it was, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 December 13, 14:34:53
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

I'm loathe to post this in the new bug thread because I haven't seen this reported anywhere else. I am also using Twallan's story mode mod, but removing that does not solve the problem. No other mods.

Anyone have any idea why this would be?


I'm having carpool problems, too.  Just since the AM of 12/7, I think.  I don't get any carpool or work notice of any kind.  About 30 minutes before they're supposed to be at work, the "Go to work" icon appears, and if they're not doing anything else, they automatically go.  But no carpool shows up at all.  I do get bus notifications, though.  And I'm not using any other story mode mods.

I have WA, patched.  I also can't seem to complete some opportunities, because they don't show up on the map tag for whatever building the sim is supposed to report to.  I've tried taking out other mods, deleting caches, etc.  I just figured my town was borked, beacause I didn't see anyone else report either of these, either. 

It's an old town, I've played it for quite awhile.  I don't really want to start over.  And if I do start over, I'll wait until the world creator is out and bug-free - or as bug-free as it can get - then start a whole new town.

The problems I've had with carpools only seem to show up after I've played a town for awhile.  I never seem to have them with a new game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 13, 14:39:48
Can't reproduce this, and literally NOTHING has been altered work-related in ages, so this is probably the same thing that happens in purely stock games, where people report this same behavior.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 December 13, 14:44:03
That's why I figured it was probably just my game.  Good ol' EA, at it again!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: theremon on 2009 December 13, 14:59:08
What is meant with:

Added basic support infrastructure for creating custom traits and moodlets.

?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 13, 15:52:20
It's nothing which probably interests you, but it is now possible for third parties to create their own custom moodlets.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: theremon on 2009 December 13, 17:58:07
It's nothing which probably interests you, but it is now possible for third parties to create their own custom moodlets.

Thanks for your answer :)

That's it, I'm really interested in making new moodlets and primarily new traits!
But I have no idea what to do :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 13, 18:39:21
Unfortunately, both of these functionalities are useless unless you have an object that will APPLY these functionalities.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: loopsydoo on 2009 December 13, 23:28:31
As far as Pescado is concerned the old version of Awesomemod does not exist. The only version that exists is the one available for download. Period. End of story. It says this 100 times in this thread alone. As for the rest of it? See my response to you in one of the other million threads you posted this in.

Huh, Silent?    glad to be noticed thank you.

Thank you JMP I never thought of that. 

The old version of AweIndie is just how I like my game to run, have tried other story modes but I always went back to Indie.  Also many other modders are not going to update their mods to 1.7 and I have rather gotten used to them and there are no new ones of the same kind.  IE Gender bias being one of them, essential that one and untill EA brings this to the game I won't budge...lol

kind regards


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ingeli on 2009 December 13, 23:44:50
There are certainly other methods to fix gender preferences. Check out Twalllans Super Computer. And his Story Progression is in a way an updated Indie. I assure you they work fine. Do update and get fresh mods, that's the most sensible way. If you don't all kinds of trouble will await you, I am sure.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 December 13, 23:56:49
The old version of AweIndie is just how I like my game to run, have tried other story modes but I always went back to Indie.  Also many other modders are not going to update their mods to 1.7 and I have rather gotten used to them and there are no new ones of the same kind.  IE Gender bias being one of them, essential that one and untill EA brings this to the game I won't budge...lol

The great thing about Twallan's mod is that you can customise it to run exactly like Indie. Messages and everything. Sure it requires a little fiddling, but don't you think it's worth it for a stable game and working AM?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SnowBunny on 2009 December 14, 05:39:14
I am a noob and I need help. I know this question has most likely already been asked, but I can't find an exact answer for it. (and like I said... I am a noob when it comes to this stuff)
if there's an obvious post somewhere for this, could you just send me the link?
I downloaded awesome mod last week and I modified everything I wanted to modify and everything was going fine. Then my game kept crashing to desktop, and now whenever I try to load TS3 it says that my awesome mod is expired. Is there a new one? or what can I do to fix this?
This is probably the dumbest question in the world... but if someone could help me out, it'd be most appreciated.
PS: if you could break it down to moron terms for me... It'd be great. I'm not that 1337 with mods


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2009 December 14, 06:13:19
I am a noob and I need help. I know this question has most likely already been asked, but I can't find an exact answer for it. (and like I said... I am a noob when it comes to this stuff)
if there's an obvious post somewhere for this, could you just send me the link?
I downloaded awesome mod last week and I modified everything I wanted to modify and everything was going fine. Then my game kept crashing to desktop, and now whenever I try to load TS3 it says that my awesome mod is expired. Is there a new one? or what can I do to fix this?
This is probably the dumbest question in the world... but if someone could help me out, it'd be most appreciated.
PS: if you could break it down to moron terms for me... It'd be great. I'm not that 1337 with mods
Clear your browser's cache.  Redownload the mod.  It is updated almost 2 times a day.  Then put it where you originally installed it.  Same link as before.

And yes, you are retarded... but I guess that is what this thread is for.  And if you don't know how to clear your browser's cache look it up with Google.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 14, 12:07:38
Thanks for adding the option for removing the eye candy sparkles, for a while I couldn't figure out what those annoying things were from.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lion on 2009 December 14, 15:23:08
What does "DisableESRB" do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 14, 15:32:13
To be honest, I'm not entirely sure. All I know is that I saw a bunch of "ESRB" checks, which, among other things, prevented you from being able to cross the street if a baby was in the house. Given that I think the ESRB is stupid and sucks, and place absolutely no worth on their opinions and beliefs, I hamfistedly took an axe to it. Lemme know how it goes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lion on 2009 December 14, 16:59:20
Yes, now they can leave the house to go shopping or go to work with a baby in the house. I don't need the "neglectbaby" any more.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShortyBoo on 2009 December 14, 22:40:15
I just have a quick question. Since I installed TS3, I've been playing with Story Progression turned off because I don't want my sims doing anything without me telling them to. So for that reason, I never bothered enabling AwesomeStory in my config file. Today I went to make a new config file in order to disable the sparkles from the Eye Candy reward and that's when I noticed that AS is now the only option available. If I disable Story Progression in the in-game options, will the game still work the same way? Basically, will AS be disabled when SP is disabled in game so that my sims will do nothing but take care of their needs and go to work/school like I've had it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Greyform on 2009 December 14, 23:00:36
I just have a quick question. Since I installed TS3, I've been playing with Story Progression turned off because I don't want my sims doing anything without me telling them to. So for that reason, I never bothered enabling AwesomeStory in my config file. Today I went to make a new config file in order to disable the sparkles from the Eye Candy reward and that's when I noticed that AS is now the only option available. If I disable Story Progression in the in-game options, will the game still work the same way? Basically, will AS be disabled when SP is disabled in game so that my sims will do nothing but take care of their needs and go to work/school like I've had it?

Yes, I have done this before with AwesomeStory. I doubt it's changed since then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2009 December 14, 23:49:53
I had one of those "can't do anything" kind of bugs show up last night.

I sent a sim to China to skill in martial arts for a job opportunity.  I sent him to the MA academy to kick the dummy for awhile.  He had the skill level meter above his head, but the level never rose above just being visible.

I tried having him read a skill book, and the same thing happened.

Also tried having him do an adventure, but he couldn't report in.  He could talk to the guy, but when I clicked on "report in", nothing happened.

His needs were also stuck.  None of them went either up or down,  Tried resetsim, refreshmotives, fixall, etc., but no go.

I wound up just sending him to see the sights and then let him go home, figuring he'd get back to normal once home.  When he got home, it was the same thing.  Everyone else in the house was fine, though.

I had had a toddler with stuck needs about a week ago, and he also could not gain any skills.  When his dad tried to potty train him, after the green bar in dad's icon got to the full point, both of them jumped.  I had tried everything I could think of - every debug command, moving out mods, going back to a previous save - you name it, I tried it.  It finally occurred to me that he acted like he was in stasis.

So I put Twallan's story progression mod in and set the household stasis to true, then back to false, saved and exited.  Took the mod back out, went back to play that house and the toddler was fixed.

I decided that maybe I needed to do that with this sim as well, so I did, and it fixed him.

Is there something in WA that's fiddling with this stasis bit and not getting it set back right?  The sim last night was okay before I sent him to China.  And I have not been using anything that changes the stasis that I know of.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 December 15, 00:30:02
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

Just want to confirm that this must have been an un-AM-related coincidence, because the game is now working correctly with latest AM installed. Thanks EA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2009 December 15, 00:35:28
I'm using WA and the latest version of AM. And with AM, my Sims do not go to work or school. There's simply a jump bug and they refuse to go, whether using the carpool or directed to the actual building. When I remove AM, it solves the problem.

Just want to confirm that this must have been an un-AM-related coincidence, because the game is now working correctly with latest AM installed. Thanks EA.

Yeah they really are doing a terrible job right now, all the bugs here and then the game The Saboteur having major issues with ATI cards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lion on 2009 December 15, 01:08:47
I see "LiveOnCommunityLots False" in showconfig, but I can't do LiveOnCommunityLots true/false/on/off: Unknown Command. So is this command discontinued? What would happen if it's switched on?

On a separate note, they don't change into martial arts outfit to practice on the dummy or the board breaker or spar.  Is this intentional by AwesomeMod? They can't change into martial arts outfit even when directed. The icon just gets dropped out of the queue.

[Edit] It's marhis-SimTuning that is preventing sims from changing into martial arts.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 15, 21:24:03
I see "LiveOnCommunityLots False" in showconfig, but I can't do LiveOnCommunityLots true/false/on/off: Unknown Command. So is this command discontinued? What would happen if it's switched on?
It's not a feature that is completed, due to the fact that certain people never made me that mesh I needed, so it's inserted backwards into the config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 December 16, 18:42:46
Thank you! Thank you! Thank you!  I am so glad to now be able to play my Sims3 with WA with AM....  I was going crazy -- playing a little bit without AM but not saving anything because I hate the way the game plays without AM....  But now I have got the game set up with AM and am having loads of fun with the new WA expansion pack...  Feel like I have my life back....  I know you have been really crunching to get the snarls and traps cleaned up, I do thank you!

(http://wikka.moreawesomethanyou.com/images/3/32/Ellipsiscat.png)

Also, there's a thread for thanks. Please to be using it, or the thanks button. Kthnxbai.

Edited to fix image-related fail.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Barbara Walters on 2009 December 16, 19:52:26
Will awesomemod be updated for the 1.8/2.3 patch soon?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Greyform on 2009 December 16, 19:56:26
Will awesomemod be updated for the 1.8/2.3 patch soon?

Absolutely, depending on what you mean by "soon."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Augustv on 2009 December 17, 01:36:13
Will awesomemod be updated for the 1.8/2.3 patch soon?

The Test is up if you are so inclined.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daghain on 2009 December 17, 16:22:27
Oh, I'm totally getting in on that. I do not like my game with no Awesome. I didn't realize how much nicer it make things until I took the last EA batch and borked it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kid Shamrock on 2009 December 17, 20:22:51
How do you activate the Sell/Refine feature in AM?? I'm guessing it's a console command, but I was unable to figure out the correct syntax.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nienor on 2009 December 17, 22:48:49
How do you activate the Sell/Refine feature in AM?? I'm guessing it's a console command, but I was unable to figure out the correct syntax.  ???

It's not a console command. Strg + click on the Sim whose inventory items you want to sell/refine, and the option appears. You can only select it if the Sim's inventory holds suitable items.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2009 December 21, 08:51:44
How do you activate the Sell/Refine feature in AM?? I'm guessing it's a console command, but I was unable to figure out the correct syntax.  ???

It's not a console command. Strg + click on the Sim whose inventory items you want to sell/refine, and the option appears. You can only select it if the Sim's inventory holds suitable items.
I don't know what keyboard you're using, but on my keyboard it's the "Ctrl" key.  Same key for all Sup Com features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nienor on 2009 December 21, 09:37:11
Oh, I'm sorry, my keyboard is German like me - "Strg" means "Steuerung", which means "Control", so it's the "Ctrl" key. I totally forgot to translate the key.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 21, 11:01:01
Just reporting that I have downloaded the test version of AM 1.8/2.3.  I have just loaded retail WA and patched it up to 2.3.  I loaded up the game fine without AM but as soon as I put it back in, it won't even start up in the loading screen where it says WA EP.  

Is there anything I can do?  I apologise if this question has been asked before.

Stuff EA.  I am so angry.  The base game was working fine with 1.8/2.3 , so it must be something to do with the game/latest patch/AM compatibility.  Although I am confused when I read that many people are able to load their game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nienor on 2009 December 21, 11:20:19
Is your framework set up correctly? There's an extensive thread on how to set up your framework so that it works with WA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 21, 11:49:53
By framework do you mean, the config file and what's in there? Then I guess I don't.  Which thread do I need to go to for that info?  

Edit: Okay I found the thread.  I will follow the instructions to the T.  Thanks for the tip Nienor.

Edit2:  Followed the instructions and game is now up and running.  Thank you so much for directing me to that thread Nienor.  I was ready to throw the game out of the window. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 21, 13:52:42
In my old awesomemod before patches were invented, there was a great feature which allowed you to drag the needs sliders and they were instantly full.  With the new AM, this does not happen.  Has it been removed as a feature or is my game just not doing it?

Secondly, when I go into showconfig, my settings which I saved to cookies and then downloaded to the Sims3 program file show up as incorrect. E.g. I set the sliders in CAS to 4 and they it is showing up in showconfig as 2 and that the sliders are not enabled when I enabled them.  How can I fix this?

Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2009 December 21, 14:05:17
In my old awesomemod before patches were invented, there was a great feature which allowed you to drag the needs sliders and they were instantly full.  With the new AM, this does not happen.  Has it been removed as a feature or is my game just not doing it?

WRONG.  It does do it.  I do it all the time.  Turn on testingcheats, if you made a new config file, that command defaults to disabled.  Many other commands previously available with testingcheats now require debugcommands to be enabled.

Try checking everything first.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SingleMomSim on 2009 December 25, 02:43:01
I am sure this question has been asked tons of times. Honestly, I don't have the time to sit here and raffle through each and every post to see if it has. Why oh why oh why oh why does this mod have an expiration date? Is there an honest to goodness GOOD reason for it??
Do you know how long it took me to actually get it installed properly a few days ago? I spent an entire afternoon on it. I'm honestly not sure I can do it again. Very very very frustrating. Is there a way around this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chocolate Milk on 2009 December 25, 02:56:35
I am sure this question has been asked tons of times. Honestly, I don't have the time to sit here and raffle through each and every post to see if it has. Why oh why oh why oh why does this mod have an expiration date? Is there an honest to goodness GOOD reason for it??
Do you know how long it took me to actually get it installed properly a few days ago? I spent an entire afternoon on it. I'm honestly not sure I can do it again. Very very very frustrating. Is there a way around this?


Because otherwise people will constantly be reporting bugs that are no longer bugs.

Once you have installed the mod for the first time, it should be fairly easy to replace it again... all you need to do is replace the mod and config files. You should know, people at this forum have very little sympathy for the computer-illiterate. Or, for that matter, those who don't know how to use the search function. ;) I understand the procedure can seem complicated; you're best off finding a friend who's good at this sort of thing to assist you.

The latest pre-patch edition of AM, which can be found in the downloads file, has a very long period before it will expire, I understand. Though this does mean it won't be supported. Otherwise, you'll have to change your computer's clock to be behind the expiry date, which is a bit of a hassle, but could be worth it depending on how desperate you are not to bother with the expiration.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SingleMomSim on 2009 December 25, 04:02:10
1. I completely understand that people would be reporting bugs, it makes total sense. All I wanted to know was why, it was somewhat frustrating.
2. I'm not an idiot, and I am NOT computer illiterate. Though I'm not a genius at this either.
3. It's a large forum, people should expect that there WILL be idiots out there, and make allowances for that. People are people.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kewian on 2009 December 25, 04:22:37
True and Maty is Maty so there will be sporkings.  Go check out the FAQ and it ill tell you all you need to know before asking questions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 25, 09:09:38
3. It's a large forum, people should expect that there WILL be idiots out there, and make allowances for that. People are people.
We *DO* have an allowance for that. We repealed the "No Flaming" rule that is common on other forums as an allowance for idiots.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 25, 16:01:36
Gee thanks Pes, your magnanimity is overwhelming ;).  I still haven't got an answer to my show config displaying default settings.  I have saved and put the config file in Sims 3 (not mods/packages).  How do I fix this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 25, 16:30:11
*facepalm*

It says right where you make the config file where it goes. Go read it. Hint: Where you have it isn't it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 25, 18:56:09
*facepalm*

It says right where you make the config file where it goes. Go read it. Hint: Where you have it isn't it.

Quote
Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages.

Ermm,  according to the coconnor who made the tutorial for framework to get awesomemod to work, the cfg file is supposed to be in the Sims 3 directory, exactly where I have latest version of awesomemod.  Maybe you can give me another hint!!!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 December 25, 19:01:18
I know someone already asked this but... I just installed World Adventures today. I uninstalled all of my mods and I'm pretty sure I installed framework correctly (I checked about 5 times). I had to update it to version 2.3 because my base game is updated to 1.8. Now my game will not load unless awesomemod is uninstalled.  Also, does it matter if I start the game with either the World Adventures starter or the regular Sims 3 starter?

here is how my game is set up:
electronic arts/ the sims 3/ game/ bin/ d3dx9_31.dll
electronic arts/ sims 3 world adventures/ resource
electronic arts/ sims 3 world adventures/ game/ bin/ d3dx9_31.dll
electronic arts/ sims 3 world adventures/ game/ bin/ gameplay
electronic arts/ sims 3 world adventures/ mods/ packages/ awesomemod


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 25, 19:24:20
*facepalm*

It says right where you make the config file where it goes. Go read it. Hint: Where you have it isn't it.

Quote
Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages.

Ermm,  according to the coconnor who made the tutorial for framework to get awesomemod to work, the cfg file is supposed to be in the Sims 3 directory, exactly where I have latest version of awesomemod.  Maybe you can give me another hint!!!!


The Resource.cfg file is not the awesome mod config file. I just reread your complaint. You're talking about awesome mod config issues, so clearly you are not working with the Resource.cfg file anymore. They are completely different files and go in completely different places and you can find the location for EACH of these on this forum in the stickied topics. That's as specific as I'm getting. Now go read.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 25, 19:47:28
*facepalm*

It says right where you make the config file where it goes. Go read it. Hint: Where you have it isn't it.

Quote
Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages.

Ermm,  according to the coconnor who made the tutorial for framework to get awesomemod to work, the cfg file is supposed to be in the Sims 3 directory, exactly where I have latest version of awesomemod.  Maybe you can give me another hint!!!!


The Resource.cfg file is not the awesome mod config file. I just reread your complaint. You're talking about awesome mod config issues, so clearly you are not working with the Resource.cfg file anymore. They are completely different files and go in completely different places and you can find the location for EACH of these on this forum in the stickied topics. That's as specific as I'm getting. Now go read.

I knew that and no I'm not talking about resource.cfg but the awesomemod config tool which allows the configurations of awesomemod to be saved. I have saved my config tool settings to where Pes says in the same directory as the awesomemod which is currently in Sims 3 directory.  So in spite of reading stickies still don't know where I should have these files to update the config file.  I have WA installed so working with 2.3 patch.  As that was your last hint, Silent Dreamer, maybe somebody else could help me. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 December 25, 20:04:11
I knew that and no I'm not talking about resource.cfg but the awesomemod config tool which allows the configurations of awesomemod to be saved. I have saved my config tool settings to where Pes says in the same directory as the awesomemod which is currently in Sims 3 directory.  So in spite of reading stickies still don't know where I should have these files to update the config file.  I have WA installed so working with 2.3 patch.  As that was your last hint, Silent Dreamer, maybe somebody else could help me. 

Read the stickies. You're doing it wrong. I really cannot believe you are having so much difficulty following a few simple steps. If that doesn't work, I suggest you return your computer to the shop, in the time honoured manner, and tell them you are too stupid to own it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2009 December 26, 02:12:30
Also, I did not do this but now I have a mods/ files folder in my World Adventures folder that has the resource file in it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 26, 10:34:25
I knew that and no I'm not talking about resource.cfg but the awesomemod config tool which allows the configurations of awesomemod to be saved. I have saved my config tool settings to where Pes says in the same directory as the awesomemod which is currently in Sims 3 directory.  So in spite of reading stickies still don't know where I should have these files to update the config file.  I have WA installed so working with 2.3 patch.  As that was your last hint, Silent Dreamer, maybe somebody else could help me.  

Read the stickies. You're doing it wrong. I really cannot believe you are having so much difficulty following a few simple steps. If that doesn't work, I suggest you return your computer to the shop, in the time honoured manner, and tell them you are too stupid to own it.

As helpful as ever, I see, Witch.  True to name, true to character.

Quote
1.  Copy the framework files into both the base game and the expansion directories.  The paths should be something like C:/Program Files/Electronic Arts/The Sims 3 and C:/Program Files/Electronic Arts/The Sims 3/World Adventures.   Leave the empty files in both locations.  Check - did that.  
2.  Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories.  Leave those files in both.  Check - did that.
3.  Download a new copy of AwesomeMod, unzip it and copy the AwesomeMod file first into The Sims 3 directory. Check - did that.  But there seems to be a phrase missing here because it says 'first' implying that there is a next step in point 3.
4.  Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages. Um, the resource config file is already in the Sims 3 directory as per point 1 as it is part of the framework file.   
5.  Try the game to see if it works.  You can tell if AwesomeMod is being recognized by typing Ctrl-Shift-C to bring up the command console and then typing "showconfig".  If it is recognized you will see 4 pages of detail about how your personal copy of AwesomeMod is configured. Typed in showconfig, saw 3 pages of detail but all set to default not as I saved it.
6.  If that does not work, then take AwesomeMod out of the The Sims 3/Mods/Packages file and paste it into the World Adventures/Mods/Packages folder.  Cut the Resource.cfg file from The Sims 3 directory and paste it into the World Adventures directory (but again, not in Mods>Packages).  Really confused by this one as nowhere does it say above to put Awesomemod into the Packages file, yet it is telling me to take it out of the packages file  ???.  Then here in point 6 it says not in Mods>Packages file - well it isn't there.  It's in Sims 3 Directory as per instruction.  

7.  Run the game again and repeat the other instructions in Step 5.

If you are using any sub-folders in your Mods>Packages files, change your Resource.cfg file to read as below:

Priority 500
DirectoryFiles Mods/Packages/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package

Really fucking confused about the instructions above.  

Okay, in spite of instructions above, I installed an updated awesomemod + configuration tool in Sims 3 directory and also in packages file.  Now my config tool is updated, yay.  But much worse, now my lots and roads are blue.  This sucks big time.  Is it awesomemod causing the problem or something else?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Branr on 2009 December 26, 14:45:28
Just a quick note, anyone who quotes Donnie Darko in a Sims 3 mod rules!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mootilda on 2009 December 26, 19:09:33
Okay, in spite of instructions above, I installed an updated awesomemod + configuration tool in Sims 3 directory and also in packages file.  Now my config tool is updated, yay.  But much worse, now my lots and roads are blue.  This sucks big time.  Is it awesomemod causing the problem or something else?

Try this:
http://www.modthesims.info/showthread.php?t=381540


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 December 26, 19:50:33
As helpful as ever, I see, Witch.  True to name, true to character.

Only if you subscribe to the idea of the stereotypical 'bad' witch.

I'm fucking sick of seeing your blathering incompetence all over MATY. Not only have you confused yourself but I'm betting you've fucked over a number of players looking for a functional answer. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sivany on 2009 December 27, 01:09:31
The manual and wiki say that awesomod will implement AwesomeMod jealousy routines but doesn't really expand on how it adjusts them.

I found this: http://www.moreawesomethanyou.com/smf/index.php/topic,17154.0.html which says that the mod restricts jealousy to anyone of boy/girlfriend status or above and to sims being in the same room as each other. Is this everything it does?

Quote
Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages. Um, the resource config file is already in the Sims 3 directory as per point 1 as it is part of the framework file.
I would assume you're supposed to let the new copy overwrite the old copy. If not then this isn't as obvious as I first thought.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 December 27, 04:06:35
The manual and wiki say that awesomod will implement AwesomeMod jealousy routines but doesn't really expand on how it adjusts them.

I found this: http://www.moreawesomethanyou.com/smf/index.php/topic,17154.0.html which says that the mod restricts jealousy to anyone of boy/girlfriend status or above and to sims being in the same room as each other. Is this everything it does?

Quote
Copy the Resource.cfg file and paste the copy into The Sims 3 directory, but not into Mods>Packages. Um, the resource config file is already in the Sims 3 directory as per point 1 as it is part of the framework file.
I would assume you're supposed to let the new copy overwrite the old copy. If not then this isn't as obvious as I first thought.
Yes, overwrite the original file.  You may have to modify the file, dependent on how you have set up your folders, and whether or not you have WA.  It is becoming exponentially more complicated. 

Not speaking about you, however, idiots are already failing to follow simple directions and complaining that it is too confusing.  I suppose that is to be expected, and can't say I wasn't warned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 December 27, 07:01:21
Oh, you will throw a rod one of these days, coconnor.  I just hope I am here to see it. 

The idiots start getting to you after a while, don't they?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 December 27, 07:44:56
Snowbawl, I'm almost brain-dead here ... THIS IS NOT GOOD!  Wish I knew you IRL. And, to top it off, there are a bunch of other "id 1iots" one must deal with!  Apathy is one thing (and I have definitely got that theme goin' on) , but what about the "cool kids" (sounds like something you would not want to be) posting stupid threads about how much you hate someone you don't give a shit about at all?  VERY interesting!  I don't get it ... and, moreover, can't be "arsed" to care...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 09:28:13
As helpful as ever, I see, Witch.  True to name, true to character.

Only if you subscribe to the idea of the stereotypical 'bad' witch.

I'm fucking sick of seeing your blathering incompetence all over MATY. Not only have you confused yourself but I'm betting you've fucked over a number of players looking for a functional answer. 

Oh so, you must be from Hogwarts where all the 'good' witches hang out. NOT.  And if you are so fucking sick of seeing my 'incompetence all over MATY' (actually 2 threads) then get off the forum, or maybe you could offer a word of advice instead of what you do best, name calling and general nasty behaviour.

Coconnor, thank you for your sticky of instructions, I have sorted out the problem and the show config is showing up with the updates. 

I now have a whole new set of problems, no traits, no lifetime wishes.  Any constructive advice is welcome from anyone. 





Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Baarogue on 2009 December 27, 10:07:08
As helpful as ever, I see, Witch.  True to name, true to character.

Only if you subscribe to the idea of the stereotypical 'bad' witch.

I'm fucking sick of seeing your blathering incompetence all over MATY. Not only have you confused yourself but I'm betting you've fucked over a number of players looking for a functional answer. 

Oh so, you must be from Hogwarts where all the 'good' witches hang out. NOT.  And if you are so fucking sick of seeing my 'incompetence all over MATY' (actually 2 threads) then get off the forum, or maybe you could offer a word of advice instead of what you do best, name calling and general nasty behaviour.

Coconnor, thank you for your sticky of instructions, I have sorted out the problem and the show config is showing up with the updates. 

I now have a whole new set of problems, no traits, no lifetime wishes.  Any constructive advice is welcome from anyone. 




Long-time lurker here. Just recently registered. I'll take a stab but I think you may have confused yourself at some instruction and borked something up.

Just for the sake of getting rid of any misplaced files and starting fresh, I really gotta recommend you uninstall, delete your Sims 3 and World Adventures folders entirely, REinstall, download the helper Monkey recommended in the AM thread and install IT to let IT set up the framework for you. Then just copy the d3dx9_31.dll file into the "World Adventures/Game/Bin" folder, and install all your mods with the right-click menu options given by the Monkey.

Just to clarify: ALL mods, including AM and its config file, should be in the "The Sims 3/Mods/Packages" or "World Adventures/Mods/Packages" folder trees somewhere. They can be nested in a DEEPER folder like "The Sims 3/Mods/Packages/Hacks" or whatever but make sure you only have ONE copy of ANY mod installed. Do not copy the mod into BOTH trees. Choose one or the other.

Try deleting your cache files to clear up the anomalies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 December 27, 10:32:41
If you want to insult Witch, who is a regular here, you can forget it.  Besides, I've already determined that you're not worth it.  Not sure what your "original" (NOT) post was about, but I DON'T CARE.  Now, I'm "Yelling At You."  Figure it out.  I am currently not inclined to help you.  And,  I sincerely doubt that anyone else is going to rush in to be your "knight in shining armour".

I don't think I will ever offer you any advice again ... and if I don't then surely you're screwed on this site. anyway.  Perhaps, Audrey, you will need to return to BBS since you can't even follow simple directions.  Funny. how we keep crossing paths, isn't it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 10:38:41
I now have a whole new set of problems, no traits, no lifetime wishes.  Any constructive advice is welcome from anyone.
No traits/LTWs is caused by old mods. Get rid of 'em.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AloeOwl on 2009 December 27, 10:41:33
Just a quick question: What exactly is the"files" folder for? It's part of the framework download and should be put next to the packages folder.
Also, if I edit my original resource folder, should I edit the one in the "files" folder too??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 December 27, 10:43:17
I now have a whole new set of problems, no traits, no lifetime wishes.  Any constructive advice is welcome from anyone.
No traits/LTWs is caused by old mods. Get rid of 'em.

Heh. Watch her fuck this up too.  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 11:02:03
If you want to insult Witch, who is a regular here, you can forget it.  Besides, I've already determined that you're not worth it.  Not sure what your "original" (NOT) post was about, but I DON'T CARE.  Now, I'm "Yelling At You."  Figure it out.  I am currently not inclined to help you.  And,  I sincerely doubt that anyone else is going to rush in to be your "knight in shining armour".

I don't think I will ever offer you any advice again ... and if I don't then surely you're screwed on this site. anyway.  Perhaps, Audrey, you will need to return to BBS since you can't even follow simple directions.  Funny. how we keep crossing paths, isn't it?

Coconnor, I am really not sure what I have done to offend you that you have given me such a vitreolic post.  Yes, I am worth it.  I am a person who is experiencing difficulties with WA and AM.  I am not particularly computer-literate, so I do need a bit of hand-holding.  If I did offend you, I apologise.  I am not really sure what you are talking about with crossing of paths.  Do I know you from some other site? What is BBS?  The only other site sims site I am a member of is MTS.

Without getting into who insulted whom first, your defence of Witch is admirable, but something tells me she is more than able to defend herself and is quite enjoying this little mini feud. Witch - truce?

I don't want a knight in shining armour, I just want to play my game and be able to leave everyone here in peace.  

Thanks Pes for answering me.  When you say 'old mods' do you mean old awesomemod because I only have the latest updated version.

Thank you Baarogue, that was really helpful information. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 11:40:09
No, I mean all your XML crap. Dump 'em. All of them. I'm really not interested in supporting the crap you downloaded from other people. If you're going to lie about having done so, at least make sure that you've actually located the problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 11:48:57
Pes, thank you again for answering me.  Please forgive me, if again I sound stupid.  When you say XML crap, do you mean core mods?  It is only by asking what appear to be stupid questions to you, that I will learn and so become more computer-literate and less likely to piss off the people who do know what they are doing. 

Am I safe to leave in clothing, make-up, hair and all that crap or is it only core mods that will be a problem? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 11:54:37
Get rid of all of it. I don't have the time or inclination to walk you through every possible scenario your stupidity has produced, so just get rid of everything. No, don't back it up somewhere. Just wipe it out. All of it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 12:06:48
Okay, okay.  Thank you.  Still don't know what XML is  :)

Another question:  I have typed the exact wording from showconfig results into grey bar at top of game and put a space and then true or false depending on what I am trying to change and I get an error message that it doesn't recognise the wording.  Am I only able to change the settings from the internet link in AM thread?

edit:  I have only two things in my mods folder in sims3 base and that is the latest awesomemod and the config tool.  My config.sys has three lines of code as per the framework. Nothing in my downloads folder.  Still no traits.   Really pissed off because I took you at your word and have gotten rid of all my downloads.  Now what?

Re-edit.  Even took out Awesomemod - still no traits.  This is puzzling.  Just base game and WA up to 2.33 patch

Come on guys - help me here, please. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 13:00:05
You missed some. Remove your hard drive and incinerate it with thermite to make sure that everything is destroyed. It's the only way to be sure. Install a new hard drive and reinstall everything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 13:06:14
Okay, I get it.  You are trying to teach me a lesson.  I am down on my knees, please help. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 13:16:10
You're not following directions. If you're not going to follow the instructions, what's the point?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 13:25:49
Installing from scratch.  Pretty devestated as I have lost weeks of work by not backing up saved sims and saved games folder.  Happy now?  I am sure I have made your day. 
Witch, you must be whizzing around on your broomstick with glee.  Yes, the stupidity of it is stunning, isn't it?   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 13:27:48
You know, I never actually told you to delete your saved games, which means you just did that because you are stupid. This amuses me. Had you been better at following directions, this could have been avoided and I would not have had to give you snarky responses.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 13:41:23
Yes, Pes, guilty as charged.  I am glad that it amuses you to see someone else's severe distress.  Just what kind of person are you?  Rhetorical.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AloeOwl on 2009 December 27, 13:43:27
Can you forget about the retared Audrey person and Answer my question. I repeat:

What exactly is the"files" folder for? It's part of the framework download and is next to the packages folder.
Also, if I edit my original resource folder, should I edit the one in the "files" folder too??

P.S.: Sorry Audrey for the name calling :P But Pescado and the others are right...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 13:52:51
files is a part of the experimental framework procedures of the early mod process. Although it can be made to function, it is an advanced methodology not suitable for peasantry, and can be ignored. Or deleted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AloeOwl on 2009 December 27, 15:02:31
files is a part of the experimental framework procedures of the early mod process. Although it can be made to function, it is an advanced methodology not suitable for peasantry, and can be ignored. Or deleted.

I'm supposing it has something to do with #grah and it's experiments to turn us all into piles of dust, and I am not worthy to discuss its greatness..............runs off and turns self on fire..........

Thank you!!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 27, 15:25:28
Actually, I did follow directions.  

After I had destroyed my hard drive, uninstalled WA and base, reinstalled base, I discovered that my savedsims file had magically re-appeared and had not disappeared into the ether and that my in-game sims which were the ones I was testing do not have traits but the savedsims in bin in CAS do.   The lesson to be learnt here is not to uninstall until all other options have been tested because it takes a shitload of time to reinstall with all patches.  I must destroy the offending sim/sims in game and hopefully begin again with installation of framework, and and and.......

I know it gives some of you great joy to see my discomfort as I admittedly am out of my comfort zone when dealing with .blah files and where they need to go.  It is pretty confusing as to whether you should have more than one config.sys file as Sims 3 is housed in not one but two places - My documents and on the C drive.  Reading through copious threads does not help when you have a specific problem which does not address it.  Patience with people who are on a learning curve could be practised a bit more on this site, but that is like asking for the moon.  

I, and I am sure, you, Pes hope I will not require your help again.  But the chances of that are slim, so I respectfully ask you to try for one moment to put yourself in the shoes of a newbie and maybe you will appreciate the frustration with not being able to solve the problem and having to rely on others who are so much more clued up to point you in the right direction.    

You can call me all the names you want, but that does not make me so, it just makes me less informed but willing to learn.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AloeOwl on 2009 December 27, 15:51:53
Good for you! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sivany on 2009 December 27, 16:09:16
Well now that's over with I'm dreading the time when I actually have to throw in the towel and reinstall AwesomeMod myself. I have just come back to Sims 3 after a long break so I'm still using a completely unpatched version with the very very old AwesomeMod that went with it. When I installed it all I did was download the monkey thing and double click on the package, I didn't have to cut and paste any files manually as far as I can remember, not even framework ones so the thing got a lot more convoluted in the last few months. I'm sure the instructions will see me through though, they don't seem overly complicated. Anyway the mod doesn't appear to be throwing any expiration messages at me, perhaps it's from before these were implemented if there was such a time? To be honest I'm perfectly happy with how my game runs at the moment and I'm not planning on patching any time soon so I'm hoping the thing won't expire on me. I can live with the minor annoyance of fridges resetting everytime I switch to a different family for now.

So to restate my previous question:

The manual and wiki say that current AwesomeMod will implement AwesomeMod jealousy routines but doesn't really expand on how it adjusts them.

I found this: http://www.moreawesomethanyou.com/smf/index.php/topic,17154.0.html which says that the mod restricts jealousy to anyone of boy/girlfriend status or above and to sims being in the same room as each other. Is this everything it does?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Baarogue on 2009 December 27, 16:43:33
The last few families I've moved into a neighborhood didn't receive the welcome wagon on their first day. Is that connected to community lot swarming being off or just random?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 27, 16:57:46
Actually, I did follow directions.     


No, you really didn't. You also missed the part where everyone gave up on you.

You can call me all the names you want, but that does not make me so, it just makes me less informed but willing to learn.

If you're so willing to learn, then how come you haven't learned how we function around here? Jesus fuck, you expect us to bow down to idiots and hand hold them through the process. News flash: we won't do it and we will continue to harass you. Pescado said earlier that your problems were not Awesome-related, and therefore not the problem of any of us here. Now do yourself a favor and return to the BBS, which you would know what it is had you bothered to read the fucking board FAQ/rules.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Koori on 2009 December 27, 17:41:15
Well sims in my town stopped moving in/around so I figured it was due to the price of houses. I heard 'wandhere' can help with that but whenever I use the code it doesn't seem to do anything at all.

Also I might as well ask here too, random visitors have stopped showing up to the house is there any reason for that?

So the main questions are: is there a way to force movers? is my town going to fill up eventually?

Suppose this should be in here


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AloeOwl on 2009 December 27, 21:59:37
Actually, I did follow directions.     


No, you really didn't. You also missed the part where everyone gave up on you.

You can call me all the names you want, but that does not make me so, it just makes me less informed but willing to learn.

If you're so willing to learn, then how come you haven't learned how we function around here? Jesus fuck, you expect us to bow down to idiots and hand hold them through the process. News flash: we won't do it and we will continue to harass you. Pescado said earlier that your problems were not Awesome-related, and therefore not the problem of any of us here. Now do yourself a favor and return to the BBS, which you would know what it is had you bothered to read the fucking board FAQ/rules.

I never thought I would read "Jesus" and "fuck" in the same sentence (consecutively!!) But then again, this IS MATY


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 December 27, 22:05:50
Is it just me or has the "edit in CAS" option disappeared from AM completely? I'm using the newest (test) version with the newest patch, and didn't see it where it was supposed to be.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 27, 22:16:35
I found this: http://www.moreawesomethanyou.com/smf/index.php/topic,17154.0.html which says that the mod restricts jealousy to anyone of boy/girlfriend status or above and to sims being in the same room as each other. Is this everything it does?
Yes, it eliminates the psychic awareness and changes it to function basically the same way Romance Mod did in TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 December 27, 23:23:59
Added basic support infrastructure for creating custom traits and moodlets.

So, how is this done, and is anyone doing it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 28, 00:12:03
So, how is this done, and is anyone doing it?
Well, I did it. I made it to make the Undiscovered Shinies that Fat Gwilly People haven't asked for. Other than that, no, no one is doing it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2009 December 28, 01:45:20
So, how is this done, and is anyone doing it?
Well, I did it. I made it to make the Undiscovered Shinies that Fat Gwilly People haven't asked for. Other than that, no, no one is doing it.

I'd really like to make my own traits and moodlets. Any chance of someone coming out with a utility for an idiot like me to use? I offer everlasting gratitude in return.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 28, 02:44:10
The catch to making your own traits and moodlets is that, unless you already have your own mod that uses them, they will do ABSOLUTELY NOTHING.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 December 28, 04:56:17
Well, I did it. I made it to make the Undiscovered Shinies that Fat Gwilly People haven't asked for.

So, does the racist trait do anything? Does it give a sim a negative moodlet around sims of different skin sliders?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 28, 06:26:06
So, does the racist trait do anything? Does it give a sim a negative moodlet around sims of different skin sliders?
Nothing yet. It's still in development. But yes, it will do things like that. I'm sure you know who it's for.

I, and I am sure, you, Pes hope I will not require your help again.  But the chances of that are slim, so I respectfully ask you to try for one moment to put yourself in the shoes of a newbie and maybe you will appreciate the frustration with not being able to solve the problem and having to rely on others who are so much more clued up to point you in the right direction.
Given that your IQ is the same as your shoe size, you'd think you'd have gotten bigger shoes. Although I guess that would require you to think, so, nevermind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 08:38:52
Couldn't resist the dig, could ya, Pes?  Ha,ha.

Well, given that my IQ is around 125, I must have really big feet which fit perfectly into my shoes.

Oh, and by the way, did you really think I would be dumb enough to get rid of all my downloads painstakingly acquired over months?  Just backed them up to flashdrive and then put them back -everything working fine.  So there goes that theory of yours.  Sorry, I ruined your day - not.   That was pretty sadistic of you to suggest doing that and trashing my C drive, but I guess you just can't help it, can you?  I would seek help for that, but I guess sadism is a kind of psychopathy, so it's incurable.  Never mind, you and the rest of your accolytes can feed off each others' vindictiveness and nastiness - should keep you going for a while.

It never ceases to amaze me how so many people get sucked into fawning upon you in the hope that you will drop a pearl of your oh-so-snarky, sarcastic and sometimes unintelligible wisdom upon their own perception of their lowliness in comparison to you.  Come on people, this man is not a God, he breathes, shits and whatever, just like you do.  However, to give him his due, his mod has helped a lot of people, including me, to enjoy their game, but he is so puffed up with his own knowledge and importance that one pin prick would send him phtting off into the atmosphere.  That would be a shame because then AM would die and so would our enjoyment of the game. 

Pes, not ashamed to admit that I don't know anything like as much as you and some others on here about .blah files and the like but that doesn't make me stupid, just uninformed, but the more I come on here, the more I learn.  I learnt that there are lots of people like me who don't know the difference between a .ini and a .sys file and are on this site trying to make sense of what is borking their game.  I learnt that there are genuinely nice people who are wiling to help and there are some who just float around on their broomsticks just looking for people to pounce on and gobble them all up and spit them out. 

Anyone reading this, which one are you?  I will take a bet with myself that not many, if any, will answer that question.

Anyway peace until the next match ;).  No hard feelings.    


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 28, 09:34:11
Well, given that my IQ is around 125, I must have really big feet which fit perfectly into my shoes.
Anyone who feels the need to bring up their alleged IQ in a conversation about their stupidity, then cite such a puny number anyway, is stupid. Period.

Oh, and by the way, did you really think I would be dumb enough to get rid of all my downloads painstakingly acquired over months?
Do I look like I really care?

I would seek help for that, but I guess sadism is a kind of psychopathy, so it's incurable.
Why would I even want a cure? I was selectively bred to be this way. It gives my edge in combat. Clearly, it is superior to being like one of you weaklings.

It never ceases to amaze me how so many people get sucked into fawning upon you in the hope that you will drop a pearl of your oh-so-snarky, sarcastic and sometimes unintelligible wisdom upon their own perception of their lowliness in comparison to you.
You do realize that when I start giving out snarky answers, it means you've worn out my tolerance for your stupidity, right?

Pes, not ashamed to admit that I don't know anything like as much as you and some others on here about .blah files and the like but that doesn't make me stupid, just uninformed, but the more I come on here, the more I learn.
Yes it does. If you weren't stupid, you'd have been informed already.

I learnt that there are lots of people like me who don't know the difference between a .ini and a .sys file and are on this site trying to make sense of what is borking their game.
One is a .ini, the other is a .sys! How can this be any more obvious?!? You'd think it wouldn't take a genius to grasp the concept that THINGS WITH DIFFERENT NAMES ARE CLEARLY INTENDED TO BE DIFFERENT. Or is this projectionism? You are stupid, so you assume everyone else is as stupid as you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 10:01:14
I think this is the most you have spoken to anyone in quite a long time - hit a nerve? You are clearly obsessed with stupidity - it's called a superiority complex.  If it makes you happy to think that I am stupid, well go right ahead, but it doesn't make it so.   Hee, hee, you make me laugh out loud.  Thanks for that - I need a good giggle.  Ciao for now, bambino.  Mwah.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 December 28, 10:16:56
* witch installs lazors on her broomstick


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: superherofae on 2009 December 28, 12:16:31
Okay, sorry if this sounds really retarded, especially after the current exchange but I just cannot seem to get AM working and I have no idea why.

For reference, I don't have WA and my game is patched to the most recent version. I installed the framework through the installer on MTS and put AM (version 1.7.9) and its config file in Sims 3/Mods/Packages. My resource.cfg file looks like this;

Priority 500
DirectoryFiles Mods/Packages/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package

I can load the game up just fine (as long as the CD is in - I have the DVD version of the game if that matters at all) and the loading screen starts but when it finishes loading, it crashes straight away. Unfortunately it doesn't throw up any kind of error message so I have nothing to show you or tell you except that.

I'm probably retarded and missed something somewhere but I've been trying everything I can think of to make this work and nothing seems to be happening. I really would appreciate someone smarter than me telling me what the hell I did wrong =\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 13:25:05
* witch installs lazors on her broomstick

Witch, I'm so worried in case you get nuked by the grammer police, it's lasers. Maybe you do need to go back to Hogwarts to learn how to spell.

superherofae, please don't put yourself down like that.  You are not retarded and you are not stupid, despite what anyone here may call you.  You are in a learning curve.  My only suggestion is that you install the framework manually and follow coconnor's tutorial thread to the letter.  My learning curve has not gone full circle yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 December 28, 13:48:20
* witch installs lazors on her broomstick
Witch, I'm so worried in case you get nuked by the grammar police, it's lasers. Maybe you do need to go back to Hogwarts to learn how to spell.

Audrey, get with the program and learn the memes. If you don't know them then you really need to read more. Besides, the only thing cooler than lazors in a broom stick is lazors in bewbs.

Now, for my question. Is there a command in AM to reset borked genealogy? One of my Sims came back from vacation with his tree fubared. His spouse, kids, sister and parents all still show him on their trees, but I can't even open his at all. Help?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 14:03:09
You know I thought it looked wrong  :-[. Thanks LVR.  Eww, lazors on bewbs, kinky. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2009 December 28, 14:33:10
Why do my child Sim is forced to go home after 12am? I enabled the NoPsychicCurfewPolice configuration but my child Sim is still psychicly-controlled to go home and I can't even cancel that action.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dedust on 2009 December 28, 14:41:17
Now, for my question. Is there a command in AM to reset borked genealogy? One of my Sims came back from vacation with his tree fubared. His spouse, kids, sister and parents all still show him on their trees, but I can't even open his at all. Help?

I'd like to know this too. Traveling seems to b0rk relationships and family trees, sometimes I get them fixed with AM's genealogy tool. Sometimes I wish there would be a 'build a tree from scratch' option somewhere. My trees and relationships are broken to the extent that some sims have multiple girlfriends/boyfriends and a couple of husbands and wifes on top. And they seem to change every time they get back from vacations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 15:27:37
Just a heads up for anyone who had the same problem as I did which was disappearing traits.  The following package file tree-ag hiddentraits which you can get from MTS is not compatible  with Pes' latest Awesomemod.  I do not have WA installed at the moment.

If anyone is having a problem with games crashing, or things not working in your game, there is a very high chance that it something is conflicting with AM.  It is probably not something like hair or makeup or clothes, but a core mod.  You need to:

1. Save the contents of your packages folder to a folder on your desktop.
2. If you have a launcher, disable any custom content by selecting installed content and then selecting the whole lot and ticking the run without custom content. DO NOT SAVE YOUR GAME WHEN IN THAT MODE
3 Load up your game.  It should be fine and playable. If not, there is a problem with custom content in the launcher and you will have to delete each one by one and load up your game again and again.
4. If everything is fine with your custom content, start putting back .package file stuff slowly -  I started with 1kb up to 10kb in size.
5. Load up your game.  If it's fine, then put the next lot 11kb to say 50kb
6. Keep doing that until you do hit a glitch and then you will be able to isolate the file that is the problem.

This is time-consuming but it is worth it in the end as your game will run fine.  Remember to take out the core mods first.  They are most likely to be the problem as they will conflict with AM which is a huge and absolutely essential, I think, core mod.





Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2009 December 28, 18:21:40
Dumbass, troubleshooting bugs with Sims games has always started with removing mods and testing to see which is the problem, then pursuing that problem with the mod creator. You apparently didn't do that, first, as you should. But no, you are smart, aren't you, with your itty 125 IQ?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Audrey on 2009 December 28, 18:46:14
A little vitreolic Zazazu, aren't we?  Who stood on your corns?   

Another update.  WoohooOnly is another mod which was causing my sims not to interact with each other. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Greyform on 2009 December 28, 18:56:54
A little vitreolic Zazazu, aren't we?

This word you use, she is not a word.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MattQuinn on 2009 December 28, 19:00:54

For reference, I don't have WA and my game is patched to the most recent version. I installed the framework through the installer on MTS and put AM (version 1.7.9) and its config file in Sims 3/Mods/Packages. My resource.cfg file looks like this;


I can load the game up just fine (as long as the CD is in - I have the DVD version of the game if that matters at all) and the loading screen starts but when it finishes loading, it crashes straight away. Unfortunately it doesn't throw up any kind of error message so I have nothing to show you or tell you except that.

I'm probably retarded and missed something somewhere but I've been trying everything I can think of to make this work and nothing seems to be happening. I really would appreciate someone smarter than me telling me what the hell I did wrong =\

Superherofae

You're using the wrong version of AM.  You need the test version(1.8.0).



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2009 December 28, 19:02:19
A little vitreolic Zazazu, aren't we?  Who stood on your corns?   

Another update.  WoohooOnly is another mod which was causing my sims not to interact with each other. 


You really need to learn how to spell.  Or perhaps limit yourself to three-letter words.  In fact, just type "duh" and you will have said everything you normally say without having to strain yourself with words such as "vitriolic".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2009 December 28, 20:48:40
Just a couple of points to note regarding Audrey's latest idiotic post.

1) ONE core mod only, ONE! How anyone could have missed that pertinent piece of information is completely beyond me. I couldn't believe it when I read:
Remember to take out the core mods first.  They are most likely to be the problem as they will conflict with AM which is a huge and absolutely essential, I think, core mod.
Crikey, a core mod concat creates constant correlation crises and crashes. Who would have thought?

2) Do not test your mods in the retarded way suggested by Audrey, see How to: conduct a binary search (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.msg208008.html#msg208008) in the FAQ.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 December 28, 21:34:17
A little vitreolic Zazazu, aren't we?  Who stood on your corns?   

Another update.  WoohooOnly is another mod which was causing my sims not to interact with each other. 


Listen Audrey, seriously. Stop. Fucking. Posting. It's embarrassing.

Since you don't seem to understand English very deliciously: Hamba, man! Ons wil jou NIE hier hę NIE.

GTFO, and take your fail with you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2009 December 28, 21:35:45
The catch to making your own traits and moodlets is that, unless you already have your own mod that uses them, they will do ABSOLUTELY NOTHING.

But...if I add a "Swallowed Pride" negative moodlet in the Buffs resource XML and fiddle with the socializing tuning XML to give that moodlet to someone when they apologize (as an example of something I might want to do) that would work if I used proper syntax?  The game would recognize the moodlet and everything?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2009 December 28, 22:02:07
Why do my child Sim is forced to go home after 12am? I enabled the NoPsychicCurfewPolice configuration but my child Sim is still psychicly-controlled to go home and I can't even cancel that action.

The psychic police are only concerned with teenagers. If you're talking about children and their zombie-like trek home at exactly a certain time, you need to modify kChildStartCurfewHour and kChildEndCurfewHour in XML Sim_0xa29571c6f77aa18d. OR: use this attached tweak.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2009 December 28, 22:15:32
Now, for my question. Is there a command in AM to reset borked genealogy? One of my Sims came back from vacation with his tree fubared. His spouse, kids, sister and parents all still show him on their trees, but I can't even open his at all. Help?

I'd like to know this too. Traveling seems to b0rk relationships and family trees, sometimes I get them fixed with AM's genealogy tool. Sometimes I wish there would be a 'build a tree from scratch' option somewhere. My trees and relationships are broken to the extent that some sims have multiple girlfriends/boyfriends and a couple of husbands and wifes on top. And they seem to change every time they get back from vacations.

I do not have this issue at all. Are you using AwesomeStory, or Eaxis story?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Koori on 2009 December 29, 01:45:07
Does Awesome have visitors?

Because I haven't seen a one yet not even for newly moved in sims


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 December 29, 01:54:38
Now, for my question. Is there a command in AM to reset borked genealogy? One of my Sims came back from vacation with his tree fubared. His spouse, kids, sister and parents all still show him on their trees, but I can't even open his at all. Help?

I'd like to know this too. Traveling seems to b0rk relationships and family trees, sometimes I get them fixed with AM's genealogy tool. Sometimes I wish there would be a 'build a tree from scratch' option somewhere. My trees and relationships are broken to the extent that some sims have multiple girlfriends/boyfriends and a couple of husbands and wifes on top. And they seem to change every time they get back from vacations.

I do not have this issue at all. Are you using AwesomeStory, or Eaxis story?

AwesomeStory. The only other mod is Twallan's Super Computer (took that out, still had the issue). I'm trying a few things today to see if I can fix it and will post an update later.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Baarogue on 2009 December 29, 02:49:39
Does Awesome have visitors?

Because I haven't seen a one yet not even for newly moved in sims

Re-enable community lot swarming and see if you get visitors again. I just did with my AM config and I've got the welcome wagon back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2009 December 29, 02:56:06
Does Awesome have visitors?
It does.

Because I haven't seen a one yet not even for newly moved in sims
I've never seen the welcome wagon show up reliably even in the very beginning at the dark ages of unmodified games. The reason is because in TS3, the welcome wagon isn't just a bunch of guys conjured from off the side of the map to show up on demand: In TS3, everyone actually physically exists somewhere and may be doing something, and thus they cannot be counted on to arrive in a large group purely to pointlessly greet you on demand, they have to be free, available, and within range. This is readily apparent if you invite a bunch of sims for parties: Some of them simply never show up, because they wind up being dragged off for some other thing they have to do, like working, while the rest show up, if at all, haphazardly, often extremely late, unlike in TS2, where they would all arrive at once, on the dot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2009 December 29, 03:35:28
Now, for my question. Is there a command in AM to reset borked genealogy? One of my Sims came back from vacation with his tree fubared. His spouse, kids, sister and parents all still show him on their trees, but I can't even open his at all. Help?
You may be able to repair his tree using Twallan's Supercomputer.  I have copied this bit from his post on the website he is hosted on (on the Supercomputer under Sim>Advanced):  

Family : Contains a sub menu allowing the user to change the genealogy of the active sim
            Add Child : Adds a new child to a sim
            Add Parent : Adds a new parent to a sim
            Add Sibling : Adds a new sibling to a sim
            Remove Child : Removes an existing child from a sim
            Remove Parent : Removes an existing parent from a sim
            Remove Sibling : Removes an existing sibling from a sim

This will also add collateral relationships, if applicable (such as grandparent, brother, sister, etc.)

Here's the link to his new home in case you want any other info:  http://ts3.tscexchange.com/index.php?PHPSESSID=e4982f139af701ef96f059a8fbb25c08&topic=995.0 (http://ts3.tscexchange.com/index.php?PHPSESSID=e4982f139af701ef96f059a8fbb25c08&topic=995.0),



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2009 December 29, 03:51:38
Thanks, coconnor, I've tried that. Because the relationships still exist this doesn't work. In the relationship panel all of the members of the family show up, just the individual's genealogy doesn't work. I'm ignoring it for now to see if it fixes after another trip.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Baarogue on 2009 December 29, 04:28:33
Thanks, coconnor, I've tried that. Because the relationships still exist this doesn't work. In the relationship panel all of the members of the family show up, just the individual's genealogy doesn't work. I'm ignoring it for now to see if it fixes after another trip.

If it doesn't automagically fix itself maybe try removing the relationships then re-adding them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: brownlustgirl on 2009 December 29, 05:24:55
Okay, okay.  Thank you.  Still don't know what XML is  :)

Another question:  I have typed the exact wording from showconfig results into grey bar at top of game and put a space and then true or false depending on what I am trying to change and I get an error message that it doesn't recognise the wording.  Am I only able to change the settings from the internet link in AM thread?

edit:  I have only two things in my mods folder in sims3 base and that is the latest awesomemod and the config tool.  My config.sys has three lines of code as per the framework. Nothing in my downloads folder.  Still no traits.   Really pissed off because I took you at your word and have gotten rid of all my downloads.  Now what?

Re-edit.  Even took out Awesomemod - still no traits.  This is puzzling.  Just base game and WA up to 2.33 patch

Come on guys - help me here, please. 

Bold and underlined by me, to show why I wouldn't help. I knew this was not true, but you wrote it.  Your big discovery was posted here many times since the 1.6 update. Before learning how to understand the modding of your game, you should search more and read the results.  Lying here doesn't help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2009 December 29, 14:41:19
Why do my child Sim is forced to go home after 12am? I enabled the NoPsychicCurfewPolice configuration but my child Sim is still psychicly-controlled to go home and I can't even cancel that action.

The psychic police are only concerned with teenagers. If you're talking about children and their zombie-like trek home at exactly a certain time, you need to modify kChildStartCurfewHour and kChildEndCurfewHour in XML Sim_0xa29571c6f77aa18d. OR: use this attached tweak.

Sorry for being stupid but do I need to install this to default location of all mods? C:\Program Files\Electronic Arts\The Sims 3\Mods\Packages


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daghain on 2009 December 30, 06:02:25
Slap me with a trout if I'm being a 'tard, here, but I have a sim that I kicked out of my main house, who I originally thought may have left the neighborhood because she never showed up in a house anywhere (to her detriment, she only got about 2 grand when she left, so she could not afford property). She called her twin (who kicked her out originally!) so she apparently exists somewhere in the ether. Now she has a partner, Artie, but still they have no house in the 'hood that I can find.

So, my question is this:  is she paired up and homeless? I've only kicked out a sim once before since installing AM and that sim moved in next door on her own (of course, she had more cash at the time).

I guess I didn't know they'd do that. If in fact that's what happened, I find it really funny. Also, if I'm so inclined, is there a way to find her and move her into a house, or is she perpetually lost in space? Just curious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Greyform on 2009 December 30, 06:37:20
Slap me with a trout if I'm being a 'tard, here, but I have a sim that I kicked out of my main house, who I originally thought may have left the neighborhood because she never showed up in a house anywhere (to her detriment, she only got about 2 grand when she left, so she could not afford property). She called her twin (who kicked her out originally!) so she apparently exists somewhere in the ether. Now she has a partner, Artie, but still they have no house in the 'hood that I can find.

So, my question is this:  is she paired up and homeless? I've only kicked out a sim once before since installing AM and that sim moved in next door on her own (of course, she had more cash at the time).

I guess I didn't know they'd do that. If in fact that's what happened, I find it really funny. Also, if I'm so inclined, is there a way to find her and move her into a house, or is she perpetually lost in space? Just curious.

I seem to remember a "listhomeless" command, but I could just be brain farting. You should be able to invite the sim in question over using the phone, and then invite her to move in with you (with cheats if necessary). From there, you could just use the "Edit Town" method to move her in with someone else, regardless of how poor she is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Daghain on 2009 December 30, 16:40:10
Oh, you're right! I forgot about listhomeless. I'll give that a try. Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2009 December 31, 14:59:27
12. "bodysnatch <sim>": Steals body of sim of compatible age/sex, making your
     currently selected sim appear like that sim, ala SimSurgery. Destroys the
     target sim. Requires testingcheatsenabled. Useful for updating appearance
     of selfsims with better precision than editsim. Will copy weight.


I have a question about the body snatching option in AM.

When you do this, does it also copy traits, name, favorites, and LTWishes ? I don't think it does, but I've never tried it and I want to be sure.

Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2009 December 31, 15:31:07
OR, you can try it, and if you don't like it, don't save! GASP.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2009 December 31, 22:58:37
12. "bodysnatch <sim>": Steals body of sim of compatible age/sex, making your
     currently selected sim appear like that sim, ala SimSurgery. Destroys the
     target sim. Requires testingcheatsenabled. Useful for updating appearance
     of selfsims with better precision than editsim. Will copy weight.


I have a question about the body snatching option in AM.

When you do this, does it also copy traits, name, favorites, and LTWishes ? I don't think it does, but I've never tried it and I want to be sure.

Thanks.

I recently used it, and it definitely doesn't copy name, traits, or skills.  It does, however, copy clothing choices.  I'm not sure about favorites and LTW's.

Its best use is if you want to redo a sim's looks because you think you can do a much better job than you did at making them look as you want (most often, this will be if you want the sim to look like a specific person).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Liet-Kynes on 2010 January 01, 02:47:57
So I typed in "radar all" for the hell of it. Is there any way I can get rid of the effect without going through every sim separately or reloading a save?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 01, 03:00:59
radar all off


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ak-tw on 2010 January 02, 16:09:23
Is World Adventures required for AwesomeMod to work?

I'm trying to follow this (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html) guide, but it keeps mentioning world adventures.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 02, 17:20:25
No, the WA and base game cores are the same, so it will work for both.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 03, 03:47:38
I haven't worked out what triggers these stalker interruptions yet, but rest assured we are focussed on stamping it out with extreme prejudice.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 January 03, 14:01:30
12. "bodysnatch <sim>": Steals body of sim of compatible age/sex, making your
     currently selected sim appear like that sim, ala SimSurgery. Destroys the
     target sim. Requires testingcheatsenabled. Useful for updating appearance
     of selfsims with better precision than editsim. Will copy weight.


I have a question about the body snatching option in AM.

When you do this, does it also copy traits, name, favorites, and LTWishes ? I don't think it does, but I've never tried it and I want to be sure.

Thanks.

I recently used it, and it definitely doesn't copy name, traits, or skills.  It does, however, copy clothing choices.  I'm not sure about favorites and LTW's.

Its best use is if you want to redo a sim's looks because you think you can do a much better job than you did at making them look as you want (most often, this will be if you want the sim to look like a specific person).

Thank you Anonym, this answers my question. This will save me a lot of trouble, and now I know who to dress!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zouflain on 2010 January 04, 05:52:15
Awesomemod does not do a lot of town-balancing.  It doesn't randomly create sims to maintain an arbitrary or stable population level or any of that sort of thing (as indicated in requests thread recently).  I wonder though, does it control the gender of the resulting child from sims it pollinates?  I've had an uncanny shortage of males in town for at least three generations (with the fourth coming of age, according to family tree).  In every generation, there are about 10+ females and around 2 males born.  It's perhaps ironic that in TS2 this was the balance I had, but there it was intentional (I didn't play legacy).  Now it's getting frustrating, and this problem has been oddly persistent throughout the generations.  Actually it's so bad that most of the town is tightly interrelated - mates are that rare despite there being many families.

If awesomemod doesn't gender balance, I wonder if there's a mod that works alongside awesomestory to do so (probably not possible, but I can hope dammit) or some method I might employ to keep the townie genders relatively equal - or at least within sane ranges (3 males to at least 15 females below elder is current count and clearly untenable).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 04, 06:12:38
Awesomemod does not do a lot of town-balancing.  It doesn't randomly create sims to maintain an arbitrary or stable population level or any of that sort of thing (as indicated in requests thread recently).  I wonder though, does it control the gender of the resulting child from sims it pollinates?
Nope. Once Awesomestory pollinates, it basically ignores the issue and lets the pregnancy engine take it from there. What you get is determined entirely at random.

I've had an uncanny shortage of males in town for at least three generations (with the fourth coming of age, according to family tree).  In every generation, there are about 10+ females and around 2 males born.  It's perhaps ironic that in TS2 this was the balance I had, but there it was intentional (I didn't play legacy).  Now it's getting frustrating, and this problem has been oddly persistent throughout the generations.  Actually it's so bad that most of the town is tightly interrelated - mates are that rare despite there being many families.
Sounds typical. With small numbers, skews can easily occur from random fluctuation. I suggest more apples.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 04, 06:37:57
I'm curious about autosave settings.

-Does "Pausing" count as going into/out of build/buy mode? I am well aware the game pauses to do so, but does autosave recognize it as the same thing?
-Is it a noticable thing? Does the saving thing come up and everything, or is it hush-hush and hidden? Does it interrupt gameplay? I Pause quite often just to move the camera and catch up with what my sims are doing.
-Will autosave save to a separate file, distinct from my intentional save file? If not, is there a way to force it to? I would like autosaving, but not if it saves my game just for going and buying a new lamp.
-Does autosave/can autosave save before leaving for/coming home from adventures?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 04, 07:58:49
-Does "Pausing" count as going into/out of build/buy mode? I am well aware the game pauses to do so, but does autosave recognize it as the same thing?
Yes.

-Is it a noticable thing? Does the saving thing come up and everything, or is it hush-hush and hidden? Does it interrupt gameplay? I Pause quite often just to move the camera and catch up with what my sims are doing.
Yes. Saving is a fairly lengthy process in any event, it's not inobtrusive, which is why there are so many options for it.

-Will autosave save to a separate file, distinct from my intentional save file? If not, is there a way to force it to? I would like autosaving, but not if it saves my game just for going and buying a new lamp.
Yes, it will save to the autosave# files, it will not overwrite your real file or change where it will save when you manually save.

-Does autosave/can autosave save before leaving for/coming home from adventures?
No, coming home or leaving from adventures is too sudden.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 04, 08:08:34
Oh, I see. Doing it when you pause sounds pretty lame, then.

When it runs through the autosave files, I assume it starts over and overwrites the first one, etc?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 04, 08:10:28
That is generally how things are done, yes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2010 January 04, 14:59:04
Hi I download the new AM and it has a file i have never seen in it before.
"Awesome.res"

Is this soemthign new i need to put in my folder,and what is it?

thanks, Wendy


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 January 04, 20:23:51
Is there a way to temporarily turn on those little tracker bubbles you see from map view for all sims? Every once in a great while, I end up with a sim or three stuck somewhere*. It causes my game to lag. Unsticking the sim fixes the issue. However, it can take awhile to find the sim.



*This sticking has been my fault for issues with rabbit hole placement and is not an Awesomemod bug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KayLyn on 2010 January 04, 20:52:28
Where can I update my game to be compatiable with AwesomeMod? I downloaded the framework and did everything it said, but I'm running ver 1.0.631.00001 And I tried the showconfig and nothing comes up. I really wanna use awesomemod as I've heard great things about it. Thanks!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 04, 21:22:39
Is there a way to temporarily turn on those little tracker bubbles you see from map view for all sims? Every once in a great while, I end up with a sim or three stuck somewhere*. It causes my game to lag. Unsticking the sim fixes the issue. However, it can take awhile to find the sim.



*This sticking has been my fault for issues with rabbit hole placement and is not an Awesomemod bug.

Turn it on with radar all and turn it off with radar all off .


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dolphin on 2010 January 04, 23:04:15
Hi I download the new AM and it has a file i have never seen in it before.
"Awesome.res"

Is this soemthign new i need to put in my folder,and what is it?

thanks, Wendy


I'm interested in the answer to this too, and I don't want it to be overlooked because it is at the end of the prior page.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 00:56:24
Oh, that is junk. Just throw it out. I will fix that right now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 05, 05:58:47
Alright, since that stupid bitch Mangaroo at MTS is too god damned stupid to understand when a thread is or is not about awesomemod, I must ask here.

The "Dont get rid of objects when changing lot type" thing. Is it a cheat or a config function? Or is it both? Sometimes it might be desired, sometimes not. And are there any big deal side effects?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 10:47:57
Alright, since that stupid bitch Mangaroo at MTS is too god damned stupid to understand when a thread is or is not about awesomemod, I must ask here.
Yeah, that happens a lot.

The "Dont get rid of objects when changing lot type" thing. Is it a cheat or a config function? Or is it both? Sometimes it might be desired, sometimes not. And are there any big deal side effects?
Both. All config functions can be manipulated in-game as well using the setconfig cheat. As for "big deal side effects"...none that I can think of, unless you do something abysmally stupid, given that these restrictions similarly seem to be merely suggestions even for EA, as EA has numerous lots containing residential objects that are actually community lots, like base camps. As always, this is an "advanced builder" feature not enabled by default, so caveat emptor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wendylady on 2010 January 05, 13:39:16
Oh, that is junk. Just throw it out. I will fix that right now.

Thanks very much.

Is that also what causing all the error people are posting about? I seem to be getting the same ones.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 13:58:03
No, that's just a junk file that wasn't supposed to be packed in, but got stuck in the drag. Ignore it. And update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 05, 14:25:51
I'm having a problem and I have tried looking for a solution before. My problem is Riverview isn't showing up now. I tried reinstalling it but that doesn't work, I think it made it worse because it is no longer in my installedworlds folder. Is there anyway to fix it, even if it involves loosing my current sims?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 14:27:04
Yes, and you won't lose your current sims. See the various guides on "getting custom crap to work in 1.8" over in the Horror.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 05, 14:40:29
I'm getting lost as to what to do in the 17 or so pages in the spot I think is the one you are talking about, is there a shorter for dummies version? I'm sorry for my incompetence.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 14:45:32
I wouldn't know. I didn't actually read the directions, as they didn't exist at the time I ran into this. Just do what I did.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 05, 14:49:48
So what is it that you did, you talked about dark magic and left mysteriously... Am I going to need a sacrifice??? I am really starting to feel more stupid then a few hours ago... Thanks for the fast reply though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2010 January 05, 15:03:55
Query: the Aweconf setting of "NoGhostAging" - if this is enabled, will ghost babies age and grow up, or are they doomed forever to be helpless little transparent maggots?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 15:04:40
Maggots. You have a cake, right?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 05, 15:36:47
I have searched through the thread and I'm still having difficulties J.M. please help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainne on 2010 January 05, 15:40:46
Maggots. You have a cake, right?

I do have a cake. I didn't think about it because I usually just let them age up on their own.  Thanks, Pescado.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 05, 16:56:56
A quick question, I do not want update my game with patch 1.8, but the awesomemod is for this version. Then it is incompatible with the patch 1.7? or can I have the updated awesomemod even taking 1.7? sorry for my english, is not my native language. And Sorry if the question is stupid, but I have to ask before scrub my game XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 January 05, 17:10:48
Patch or no Awesomemod for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 05, 18:00:08
I don't believe babies can operate the cake on their own, an adult must operate the cake for them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 05, 18:03:09
Patch or no Awesomemod for you.
Yes, I have a early version of awesomeMod, but I want to update it,  my doubt is if it is compatible  or not with patch 1.7 ... anyway I'm waiting until Pescado tell me if it is... Thanks XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 January 05, 18:20:05
I have searched through the thread and I'm still having difficulties J.M. please help.
Insane Fix to make Riverview work (http://www.moreawesomethanyou.com/smf/index.php/topic,17610.0.html)
Somehow, it made it over to the second page and his drunken drivel might make it a little less search-friendly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 January 05, 19:59:06
Patch or no Awesomemod for you.
Yes, I have a early version of awesomeMod, but I want to update it,  my doubt is if it is compatible  or not with patch 1.7 ... anyway I'm waiting until Pescado tell me if it is... Thanks XD

YOU MUST PATCH TO USE THE LATEST AWESOMEMOD.  Earlier patches are unsupported, as are earlier versions of Awesomemod.  Update your game if you wish to use the current Awesomemod.  Otherwise, deal with the expiration issues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 05, 22:57:11
YOU MUST PATCH TO USE THE LATEST AWESOMEMOD.  Earlier patches are unsupported, as are earlier versions of Awesomemod.  Update your game if you wish to use the current Awesomemod.  Otherwise, deal with the expiration issues.

I prefer to deal with the expiration issues, to juggle for the game work it well
Thanks anyway


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 05, 23:44:18
YOU MUST PATCH TO USE THE LATEST AWESOMEMOD.  Earlier patches are unsupported, as are earlier versions of Awesomemod.  Update your game if you wish to use the current Awesomemod.  Otherwise, deal with the expiration issues.

I prefer to deal with the expiration issues, to juggle for the game work it well
Thanks anyway

Okay. Get the fuck out and never return.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2010 January 06, 08:31:01
Does AM have any effect on the generation of random families? I thought I read Pescado state that AM just creates townies in the event that there are no co-workers in a given career path, but recently I've had a spate of small families created for no apparent reason. One had a pair of little boys, and the only link I can think of at all is that I just passed an age-bracket bottleneck where I had a ridiculous number of children and teens. Maybe it's some sort of compensation? To my knowledge there are no empty career paths and each ought to have at least two members. I could well have dicked up and missed one somewhere, but I don't think so, and the two little boys couldn't be serving that purpose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 06, 08:48:21
Does AM have any effect on the generation of random families?
Nope. AwesomeMod does not generate famblies.

I thought I read Pescado state that AM just creates townies in the event that there are no co-workers in a given career path
EAxian code is responsible for that, not AwesomeMod code.

but recently I've had a spate of small families created for no apparent reason. One had a pair of little boys, and the only link I can think of at all is that I just passed an age-bracket bottleneck where I had a ridiculous number of children and teens.
Do you have any kids in your game normally? It's possible they're being generated as "coworkers" for your school kids.

Maybe it's some sort of compensation? To my knowledge there are no empty career paths and each ought to have at least two members. I could well have dicked up and missed one somewhere, but I don't think so, and the two little boys couldn't be serving that purpose.
Empty career paths don't cause anything. However, the schools are a career, and it is therefore possible to acquire "coworkers", causing them to be generated as classmates.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saladoor on 2010 January 06, 15:10:35
Do excuse me...does one need to have the latest patch in order to use awsomemod?
I have installed framework and followed the simple rules, but seem to be achieving nothing, the only thing I have not done is installed the updates, as I don;t want to loose the stolen goodies from the store... ;D
Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 06, 15:18:22
Yes, you do. There are also workarounds for that so that is not an excuse not to update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 06, 16:11:07
Yes, you do. There are also workarounds for that so that is not an excuse not to update.

Yes it is... are you stupid? the last patch has too many drawbacks and no benefits. the only thing has done is make everyone work for the game to play almost ok. Or as you're fucked while patching your game, fuck all of you too? well fuck you ... Kisses honey LU2


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 January 06, 16:36:00
Yes, you do. There are also workarounds for that so that is not an excuse not to update.

Yes it is... are you stupid? the last patch has too many drawbacks and no benefits. the only thing has done is make everyone work for the game to play almost ok. Or as you're fucked while patching your game, fuck all of you too? well fuck you ... Kisses honey LU2

Oh do shut up.  Awesomemod progresses WITH the game.  End of discussion.  You do not want to update your game?  Fine.  Quit your bitching, don't ask your stupid questions, and get the fuck out.  You are done here, having stalled the progression of your game and worn out your welcome.  I see no reason why you should stay.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 06, 16:43:44
You understand from a development standpoint that we simply cannot remain in the past forever, or AwesomeMod will not be able to stay with the current expansion pack. Similarly, we can't go back, either, because that is contrary to the teaching of the Cortez School, which makes it impossible to do so. Since all of the obstacles the patch has produced has been conquered, we move forward.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 06, 17:20:29
I understand that, I don't ask you to stay in the past . My first question was if the AM was compatible with the 1.7 patch. If don't, ok for me. If you respond like adult  I behave like one , but the  politics  of this forum is to insult everyone who make a question and tell "get out of here"... I just follow the politics. But thanks again, now I know the AM  is NOT COMPATIBLE, is all I needed to know


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Baarogue on 2010 January 06, 17:44:18
If Universal Bladder Decay on, Shower In A Can may restore bladder. No, you don't want to know the details.
Is this an unintended side-effect of Universal Bladder Decay with that item, or intentional hack to the item?

I want to learn how to hack items and planned to add a "use toilet" option to the expensive tent as my first project. This makes that unnecessarily difficult and expensive, but I'm not complaining about it. I just want to know if I should examine what you may have done to the Shower In A Can or what.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 06, 20:18:30
Insane Fix to make Riverview work (http://www.moreawesomethanyou.com/smf/index.php/topic,17610.0.html)
Somehow, it made it over to the second page and his drunken drivel might make it a little less search-friendly.

Thank you.

I need one more small favor, since I tried reinstalling Riverview it is now gone from my installedworlds folder, due to EAxsis killing the launcher I can't recreate it by installing it. I need the riverview.world file please.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 January 06, 20:51:20
http://www.4shared.com/file/184447839/4b10ed45/Riverview.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 January 06, 20:52:15
There is a torrent linked to in Pudding Factory that includes it. Or, you know, you could use the link Witch just ninja'd me with.

I understand that, I don't ask you to stay in the past . My first question was if the AM was compatible with the 1.7 patch. If don't, ok for me. If you respond like adult  I behave like one , but the  politics  of this forum is to insult everyone who make a question and tell "get out of here"... I just follow the politics. But thanks again, now I know the AM  is NOT COMPATIBLE, is all I needed to know
Ok, seriously. Look at the Awesomemod download thread. Right above the links, it says "1.8/2.3 VERSION:". There is no link for 1.7. There is no mention of 1.7. That means that for Awesomemod, you need 1.8/2.3. It's not that hard to figure out. Pescado even bolded it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 06, 20:56:18
There is a torrent linked to in Pudding Factory that includes it. Or, you know, you could use the link Witch just ninja'd me with.

I understand that, I don't ask you to stay in the past . My first question was if the AM was compatible with the 1.7 patch. If don't, ok for me. If you respond like adult  I behave like one , but the  politics  of this forum is to insult everyone who make a question and tell "get out of here"... I just follow the politics. But thanks again, now I know the AM  is NOT COMPATIBLE, is all I needed to know
Ok, seriously. Look at the Awesomemod download thread. Right above the links, it says "1.8/2.3 VERSION:". There is no link for 1.7. There is no mention of 1.7. That means that for Awesomemod, you need 1.8/2.3. It's not that hard to figure out. Pescado even bolded it.

Mayinca is probably one of those people who doesn't think the rules apply to them. Or, in this case, the limitations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 06, 21:17:32
Thanks to the both of you. It works now and I can rebuild from EAxis' patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mayinca on 2010 January 06, 21:21:27
For a simple question a simple answer.. Is Compatible?  Yes ok, no ok too. If the questions is stupid, then don't answer, but if you feel the need to respond and be rude, then you must accept that the other person responds the same way. end of discussion because i'm bored of you...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2010 January 07, 04:58:16
"I Wanna Be The Guy": Supreme Commander Kung Fu will now automatically summon tournament opponents and complete the skill challenges.

I could have sworn that said "I Wanna Be A Guy" when I first glanced at it. That abortion@hospital mod should totally add a gender reassignment surgery feature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sdalek on 2010 January 07, 05:01:37
I've installed the latest EA patch 1.8/2.3 and then added latest AM - since doing this my Sims don't seem to be able use their computers. If in their inventory,  they put the laptop down on a table and then sit down on the opposite side of the table. If a desktop, they move around the room sitting in various chairs until the action drops from their queue. They can only use a computer if I tell them to sit in the chair in front of it and then tell them to use the computer. The problem showed up after I updated to the 1.8/2.3 only version of awesome mod. Any suggestions as to what the problem might be? [I don't currently have any computer mods, but did have NRaas Computer V22 for awhile.]


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 07, 05:17:15
I was able to use the computer just fine in the very latest versions. I will review the situation again, but it was working, at least for desktops, at last check.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sdalek on 2010 January 08, 19:51:15
I've installed the latest EA patch 1.8/2.3 and then added latest AM - since doing this my Sims don't seem to be able use their computers. If in their inventory,  they put the laptop down on a table and then sit down on the opposite side of the table. If a desktop, they move around the room sitting in various chairs until the action drops from their queue. They can only use a computer if I tell them to sit in the chair in front of it and then tell them to use the computer. The problem showed up after I updated to the 1.8/2.3 only version of awesome mod. Any suggestions as to what the problem might be? [I don't currently have any computer mods, but did have NRaas Computer V22 for awhile.]

Just got back to playing. I found that if I deleted and replaced all the computers they began working again. Not sure what the problem was, but... at least it's gone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2010 January 09, 00:39:38
I just moved my family to a new house using the telephone. It's been two Sim days, everyone is in their new home but I still can't use buy/build mode. It gives the error that Build/buy can not be used because the move is still in progress. I tried using "fixall" but it's still like this. What else could I try to do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2010 January 09, 08:29:46
Have you tried evicting them and moving them back in in Edit Town mode? Maybe that could reset the residency status?

Has anyone else noticed in their games that the premade houses have white 'THIS SHOULD NOT APPEAR IN GAME' blocks at the bases of the stairs? They can't be deleted. What are these? Are they only visible because of an enabled debug option?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 09, 08:31:17
Have you tried evicting them and moving them back in in Edit Town mode? Maybe that could reset the residency status?

Has anyone else noticed in their games that the premade houses have white 'THIS SHOULD NOT APPEAR IN GAME' blocks at the bases of the stairs? They can't be deleted. What are these? Are they only visible because of an enabled debug option?

Try deleting and replacing the stairs. If I recall correctly, that's what it was attached to in my game when that happened.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaze on 2010 January 09, 11:06:43
After giving up on the Sims 3 the past couple of months, I've decided to start up the game again. After patching the base game to 1.8, I got a copy of WA, installed it, and patched it to 2.3. After all this was done I started up the game and everything worked fine. However it seems that every time I placed Awesomemod into the packages folder the game would be stuck on the loading screen. After I tried it a couple more times it seems that I can not have CC installed at all. If the packages folder is empty the game can start up, but if it contains CC the game is stuck on the loading screen.

I've read through a couple of threads about 2.3 and CC, but I'm not sure if it is because of the patch or my own stupidity that I'm having these problems.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2010 January 09, 11:35:53
After giving up on the Sims 3 the past couple of months, I've decided to start up the game again. After patching the base game to 1.8, I got a copy of WA, installed it, and patched it to 2.3. After all this was done I started up the game and everything worked fine. However it seems that every time I placed Awesomemod into the packages folder the game would be stuck on the loading screen. After I tried it a couple more times it seems that I can not have CC installed at all. If the packages folder is empty the game can start up, but if it contains CC the game is stuck on the loading screen.

I've read through a couple of threads about 2.3 and CC, but I'm not sure if it is because of the patch or my own stupidity that I'm having these problems.  
Sounds like framework fail.  You will need to read the instructional thread in this section on "How To Install The Framework & AwesomeMod".  It's stickied and right near the thread for the mod itself.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nanacake on 2010 January 09, 17:34:01
Have you tried evicting them and moving them back in in Edit Town mode? Maybe that could reset the residency status?

No, you can't edit town during a move either. I will just go back to an older save. Hopefully, it won't happen again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaze on 2010 January 09, 18:22:41
After giving up on the Sims 3 the past couple of months, I've decided to start up the game again. After patching the base game to 1.8, I got a copy of WA, installed it, and patched it to 2.3. After all this was done I started up the game and everything worked fine. However it seems that every time I placed Awesomemod into the packages folder the game would be stuck on the loading screen. After I tried it a couple more times it seems that I can not have CC installed at all. If the packages folder is empty the game can start up, but if it contains CC the game is stuck on the loading screen.

I've read through a couple of threads about 2.3 and CC, but I'm not sure if it is because of the patch or my own stupidity that I'm having these problems.  
Sounds like framework fail.  You will need to read the instructional thread in this section on "How To Install The Framework & AwesomeMod".  It's stickied and right near the thread for the mod itself.

I have used the awesome mod before, but that was back when the game was still version 1.2. So I guess there has probably been a couple of updates for the framework?

EDIT: Sorry, I just remembered that I have updated the framework. It was installed yesterday and should be working fine. None the less I will check your thread and make sure I'm doing the right thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 09, 18:25:52
After giving up on the Sims 3 the past couple of months, I've decided to start up the game again. After patching the base game to 1.8, I got a copy of WA, installed it, and patched it to 2.3. After all this was done I started up the game and everything worked fine. However it seems that every time I placed Awesomemod into the packages folder the game would be stuck on the loading screen. After I tried it a couple more times it seems that I can not have CC installed at all. If the packages folder is empty the game can start up, but if it contains CC the game is stuck on the loading screen.

I've read through a couple of threads about 2.3 and CC, but I'm not sure if it is because of the patch or my own stupidity that I'm having these problems.  
Sounds like framework fail.  You will need to read the instructional thread in this section on "How To Install The Framework & AwesomeMod".  It's stickied and right near the thread for the mod itself.

I have used the awesome mod before, but that was back when the game was still version 1.2. So I guess there has probably been a couple of updates for the framework?

If you had bothered to read the thread coconnor told you to, you'd notice that the fact that you have WA installed requires a new framework setup. Now go read it and stop acting like you're smarter.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kaze on 2010 January 09, 18:49:31
After giving up on the Sims 3 the past couple of months, I've decided to start up the game again. After patching the base game to 1.8, I got a copy of WA, installed it, and patched it to 2.3. After all this was done I started up the game and everything worked fine. However it seems that every time I placed Awesomemod into the packages folder the game would be stuck on the loading screen. After I tried it a couple more times it seems that I can not have CC installed at all. If the packages folder is empty the game can start up, but if it contains CC the game is stuck on the loading screen.

I've read through a couple of threads about 2.3 and CC, but I'm not sure if it is because of the patch or my own stupidity that I'm having these problems.  
Sounds like framework fail.  You will need to read the instructional thread in this section on "How To Install The Framework & AwesomeMod".  It's stickied and right near the thread for the mod itself.

I have used the awesome mod before, but that was back when the game was still version 1.2. So I guess there has probably been a couple of updates for the framework?

If you had bothered to read the thread coconnor told you to, you'd notice that the fact that you have WA installed requires a new framework setup. Now go read it and stop acting like you're smarter.

It seems I was too slow to edit my post, and you missed it, but I had no intention to sound like a smartass. I've read the thread a second time Coconnor, and I noticed I followed one of your steps incorrectly. The problem is solved thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Candyliciousx on 2010 January 09, 19:39:39
The Awesome Mod is suppose to be compatible with Sims World Adventures correct? I've got both the monkey installer and framework installed do i need to remove the monkey installer?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coconnor on 2010 January 09, 21:13:06
Yes, AwesomeMod is compatible with World Adventures.  Go back to your original thread and read my post to you there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2010 January 09, 21:22:50
Has anyone else noticed in their games that the premade houses have white 'THIS SHOULD NOT APPEAR IN GAME' blocks at the bases of the stairs? They can't be deleted. What are these?

Those are spawners (can be seed spawners, beetle spawners, etc.).  You probably wouldn't want to delete them if you could, as it seems sims can walk right through them, and if you want to collect anything for any reason that's where collectables come from.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2010 January 09, 21:24:55
They're not spawners. They're something else. Nothing spawns at any of these locations, unless you happen to be having problems with butterflies, beetles and rocks spawning INDOORS at the foot of any number of stairs.

*edited horrible spelling error


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 09, 21:41:10
As far as I could tell when I saw them in my game they appeared when EA enabled stair recoloring. Old, non-recolor-able stairs had those in several of my homes.

I may be wrong, however. I haven't seen them in several months.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 10, 02:27:59
I'd think those white blocks are the portals from one level the next; they're visible in my game too on all lots that I built pre-1.7.11 (which introduced the recolourable stairs). Apparently EA did something with the stairs that accidentially unhid the portals.

I wouldn't worry about it - deleting and rebuilding the stairs seems to clean it up for good.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 10, 02:29:17
The stairblocks aren't spawners, they're a bug caused by a change in how stairs were implemented internally, when stairs became recolorable. Destroying and replacing them cleans that up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 10, 06:15:19
Is there any way, with awesomemod, to date/woohoo teens without being arrested by psychic police and having your sim's life ruined? Statuatory rape is stupid in the real world and it is stupid in The Sims. :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 10, 06:48:22
Well, the police aren't psychic, so you just have to avoid any witnesses.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: redShoes on 2010 January 11, 15:35:03
...My question now is, is there anywhere in the mod, commands, :D or are there any other mods compatible to help my sim gain skills faster?
There is a cheat option for that in the Debug Interactions.

I've been searching and searching for this ::)

Now then, what do I have to do/type exactly, because I can't find the information anywhere?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 January 11, 17:50:20
...My question now is, is there anywhere in the mod, commands, :D or are there any other mods compatible to help my sim gain skills faster?
There is a cheat option for that in the Debug Interactions.

I've been searching and searching for this ::)

Now then, what do I have to do/type exactly, because I can't find the information anywhere?

Really?

http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES: (http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES:)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 January 12, 03:10:02
Really?

http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES: (http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES:)

I reread some of the cheats, and it raised an old question for me. How does the purgegenetichairs affect the game? I mean, I get the general idea. It gets rid of weird hair. But which hairstyles are considered weird? And how does it get rid of them, does it cause sims with weird hair to randomly choose a new hairstyle? Or does it just break the genetic thingy that causes their offspring to have the same hair? Do I need to send sims to the Mirror and pick a new style for them for it to work?

I'd very much appreciate if someone could break it down for me, as hair is one of the aspects of the game I get the most anal about, for some reason.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 12, 03:37:58
It will not change the hair setting of any existing sim, it will merely purge the piece of data which causes all sims to inherit that hair.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 12, 04:09:10
I have the no-route-wah-wah stand-around-like-a-dumb-skank animation thing turned on, but it doesn't have any effect. My sims still stand around like 15 year old spoiled bitches every time something gets in their way. I don't have anything else that would get in the way of this...any ideas?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 12, 07:21:26
That's the foot-tapping thing for routing collisions between sims, slightly seperate from the routing tantrum. I believing stomping that is an XML hack available at MTS2, and there is a similar one as CSMA/CD, but I have found that messing with it TOO much will greatly exacerbate incidents of outright route fail and queue drop.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: redShoes on 2010 January 12, 09:46:57
...My question now is, is there anywhere in the mod, commands, :D or are there any other mods compatible to help my sim gain skills faster?
There is a cheat option for that in the Debug Interactions.

I've been searching and searching for this ::)

Now then, what do I have to do/type exactly, because I can't find the information anywhere?

Really?

http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES: (http://wikka.moreawesomethanyou.com/AwesomeMod#CONSOLE_.26_DEBUG_FEATURES:)

Yes really, although I did find it myself about 5 minutes later. Thanks anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2010 January 12, 09:57:10
One of my Sims back from vacation has a few relics stuck in her inventory. Is there a command to get them out?
EDIT: "destroycorruptsims" also doesn't appear to be functioning. Has this command been removed/modified? Its' still listed on the AM Wiki page.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 12, 14:33:44
This function is no longer current in WA, no. As for stuck in inventory, have you tried CRTL-SHIFT-Clicking and choosing "Nuke"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2010 January 12, 17:31:07
I'll try that next time. Neighbourhood just went up in a spectacular fireball of nonsensical glitches- vanishments, stuck inventories, Lisa Bachelor deciding she wasn't related to her siblings anymore and spider-babies a go-go. It went all twilight-zone on my ass.  :P

I also have one borked piece of clothing and I can't for the life of me work out what its' from because I haven't recently installed any new CC. It has no upper body part (just makes the head float), but the lower body component is the black silhouette of long shorts and a pair of heels. Is it something broken and shitty I've put in somewhere along the line? It's apparently not deletable, at least from CAS.

I am getting sick of this game so damn hard. If anyone here has ever played Spore, its' also no better in the glitch-tastic fuckuppery department. Christ on a bike, I hate EA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 January 12, 19:40:41
It will not change the hair setting of any existing sim, it will merely purge the piece of data which causes all sims to inherit that hair.

Does this happen to all sims regardless of hairstyle, or just a few selected as "weird"?
I don't mind if it's everyone, come to think of it. I've always found the inheritance of hairstyles to be very annoying. Who inherits a hairstyle? How scary would that be in RL? We'd all be in bouffants.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 12, 19:51:09
I dunno, it's not COMPLETELY unrealistic. I inherited my hairstyle from my father, and his father before him. I'm sure there are lots of men like that, it's quite common.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wat on 2010 January 12, 23:08:12
Women don't get complete genetic baldness without severe tight pants or disease.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiki on 2010 January 13, 01:27:25
I think my awesome mod needs a boot to the taco. Since installing it, I now can't boot the game up. I use 3booter and FPS limiter, everything is installed in its rightful place and I've cleared all caches but the game will not get past the orange WA loading splash screen without hanging at random intervals. Game previously booted up using 3booter and FPS limiter just fine. I'm not oldversioned, either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 13, 08:45:05
Is there any reason my sims ignore their expensive bath tubs in favor of going all the frickin way across town for a shower at the gym when using Supreme Commander?

Like, is it a negative to balance out using supreme commander? Is it intentional?

It is really stupid. :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 13, 13:49:37
Bathtubs are extremely suboptimal for hygiene refreshment, and Supreme Commander therefore will only use them as a last resort.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 13, 18:17:06
It takes more time to get across town and take a shower and get back than it does to just take a bath. :|


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 13, 18:40:34
It takes more time to get across town and take a shower and get back than it does to just take a bath. :|
There are ton of variables in that, yes. I could add more detailed computation, but at the moment, the heuristic is simply to find a shower as Option 1. You should therefore design your houses accordingly. The alternative is that I have to code in a system to analyze exact values and yields and compute transit costs and delays based on the available transit modes available to every sim, blah, blah. computational expense, lag, etc.. Or...you know, just accept the superiority of showers and don't try to purposely create conditions designed to give bad performance.

Besides, once the sim leaves the house, there is no rule indicating he has to go back, so he will just continue to go about his business in town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 January 16, 03:22:06
Everytime one Sim plays the guitar, another appears in his inventory. At first, I couldn't take the guitar out into the physical world or sell it and I couldn't tell him to play it, but then he played an invisible one on his own one day. Everytime he plays, one more guitar shows in the stack. Now I can usually grab one of the guitars in the stack and drag it to the virtual world. (He currently has a dozen stacked in his inventory.) That lasts until he finishes playing and then one more guitar shows in the stack. Often, I just click on one of the guitars and tell him to play and he plays an invisible one. I think it's the cause of my current error 12 problem, so I will have to move him out with the guitar in his inventory and see if that solves my saving problems.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jackathyn on 2010 January 16, 12:04:52
I had a similar issue show up when I error 12'd, except in my instance it was the most expensive camera. I'm fairly certain the cause was a corrupted Sim somewhere, and forcing the game to save after a 12 BFBVFS'd the whole thing. So if you've saved after this has started showing up, it might end up being new neighbourhood o'clock.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 January 16, 18:20:29
When I get an error 12, I just exit without saving and start it up from the last save. This Sim almost has 200k lifetime points and is close to maxing his guitar skill. I don't need to boot him out of the legacy home to make room for another Sim, but I'll boot him out with the bad guitar if it'll stop the error 12 save problem (after he gets those extra 3k points that'll net another legacy point).


Title: "...failed executing Romance"
Post by: Titano on 2010 January 17, 11:00:37
Hello I'm new here.

Recently I've been using the Story Progression from Awesome mod for a custom neighborhood I created because EA's is not as good in my opinion. Since the neighborhood starts up with no sims, I created single young adults and placed them each in a separate house. In my first tries testing my neighborhood I started placing around 20 single sims and made them go one generation. Everything went well aside from the occasional "has no available romance victims." In my most resent try (that means starting the neighborhood from 0 again), I placed 34 single sims, and for the first time I've got the following message from Awesome mod:
(http://i50.tinypic.com/200eo0m.jpg)

I tried looking for a solution around here, since I always always try to find it before posting. I looked for something related to this error in here and even tried googling it but found nothing relevant.

In my first tries I've noticed that the sims in my neighborhood take a while before marring, and when they do they only have two children. Either way, should this message worry me about my sims not getting married or the Story Progression not working properly in my game?

By the way, the neighborhood that I created has all the rabbit-holes that a neighborhood is supposed to have. I mention this since I noticed that the sims usually use them for romance purposes.


Title: Re: "...failed executing Romance"
Post by: J. M. Pescado on 2010 January 17, 11:25:57
Failed Executing Romance can only happen if the rabbithole found was null, meaning a rabbithole could not be found. This can only happen if you did something, like, say, not installing them (you said you did), not installing at least one tourable rabbithole that is typically used, installing them incorrectly on residential lots where they can't be visited, installing them in tombs, or if, for some reason, the Emperor of Evil happens to be blockading the lot you put all the rabbitholes on with his aura of evil. Sims vulnerable to the aura of evil will not be sent to an object under its influence, so if the Emperor of Evil is blocking all the rabbitholes this way, that particular sim will be unable to find a suitable place to go, as he will be hiding in fear of the Emperor of Evil.


Title: Re: "...failed executing Romance"
Post by: Titano on 2010 January 17, 11:39:11
Failed Executing Romance can only happen if the rabbithole found was null, meaning a rabbithole could not be found. This can only happen if you did something, like, say, not installing them (you said you did), not installing at least one tourable rabbithole that is typically used, installing them incorrectly on residential lots where they can't be visited, installing them in tombs, or if, for some reason, the Emperor of Evil happens to be blockading the lot you put all the rabbitholes on with his aura of evil. Sims vulnerable to the aura of evil will not be sent to an object under its influence, so if the Emperor of Evil is blocking all the rabbitholes this way, that particular sim will be unable to find a suitable place to go, as he will be hiding in fear of the Emperor of Evil.

I was wondering if it had to do with the fact that I increased the population of the neighborhood. Would I get this message if the rabbithole is being used by other sims at that exact moment?
This is the first time I've seen this error, and I haven't changed any rabbithole from its original position or deleted any of them, the only thing that really changed is the population going from around 20 yound adults to 34 young adults.


Title: Re: "...failed executing Romance"
Post by: pbox on 2010 January 17, 12:12:21
Would I get this message if the rabbithole is being used by other sims at that exact moment?

No, sims can "tour" the rabbitholes in parallel. I often see four or six of them coming out at around the same time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 17, 12:41:16
Unless the problem recurs repeatedly, especially on a specific sim, I wouldn't worry about it. The system is designed to handle unusual failure states like that gracefully.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 17, 19:05:40
For the "helpful tips" category: I just discovered that Awesome "rsa" also works for roofslopeangles less than 15. I believe this isn't documented anywhere. Shiny!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Titano on 2010 January 18, 00:49:10
Regarding my earlier issue, I went back to the Configuration for Dummies and enabled the "Uses Token Ring-style RabbitHole entry instead of CSMA/CD" option. I had it disabled and that seems to have been causing the trouble. I'm still not sure what it does but it works.

I have a small question that probably has a simple solution. I gave each of my sims in my neighborhood a car, and I want to seem them park in whatever place they go. When I use AwesomeMod, the sims don't park in the community lot, but instead keep the vehicle in their inventories. What do I need to change in the Configuration for Dummies to get them to park in the parking spaces? I tired disabling the "Disallows visitor parking on foreign residential lots due to lost and stuck vehicles" option but it persists with or without it enabled.

Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 18, 00:54:23
[quote author=Titano link=topic=15531.msg516840#msg516840 date=1263775750
I have a small question that probably has a simple solution. I gave each of my sims in my neighborhood a car, and I want to seem them park in whatever place they go. When I use AwesomeMod, the sims don't park in the community lot, but instead keep the vehicle in their inventories. What do I need to change in the Configuration for Dummies to get them to park in the parking spaces? I tired disabling the "Disallows visitor parking on foreign residential lots due to lost and stuck vehicles" option but it persists with or without it enabled.[/quote]
I think it's just random. Sims are not very consistent in their parking habits, and this causes lost vehicles. Also, they may not even be using their actual vehicles, but instead, vehicles out of the motor pool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Titano on 2010 January 18, 02:02:19
I have a small question that probably has a simple solution. I gave each of my sims in my neighborhood a car, and I want to seem them park in whatever place they go. When I use AwesomeMod, the sims don't park in the community lot, but instead keep the vehicle in their inventories. What do I need to change in the Configuration for Dummies to get them to park in the parking spaces? I tired disabling the "Disallows visitor parking on foreign residential lots due to lost and stuck vehicles" option but it persists with or without it enabled.
I think it's just random. Sims are not very consistent in their parking habits, and this causes lost vehicles. Also, they may not even be using their actual vehicles, but instead, vehicles out of the motor pool.

I see. That's weird though, when I run the game without AM, the sims in the neighborhood use their cars and park them at community places (the ones that have parking space), and the cars stay parked until they get out of school or work or until they leave the lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 18, 20:23:30
I've noticed that too! My sims don't park anywhere anymore. I really like that they do, so hopefully there's a solution/it can be fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ur_all_ive_got on 2010 January 19, 01:34:19
All I have to say is that I am extremely disappointed in EA AND Awesomemod. They both used to be amazing but now that patches and WA came out, neither can live up to their reputations. I have had to completely manually uninstall my game 3 times now. That NEVER happened until I installed Awesomemod. After I deleted it the last time I gave up and had nothing to do with awesomemod, heres the shocker IT WORKED ABSOLUTELY FLAWLESS WITH NO AWESOMEMOD! Ive gotten sick of having to stop at 6 kids and tried to load it again now figuring out that AFTER WA came out THEN the "awesome" team figures out that oh delphys framework doesnt work for WA, thanks for letting us know that AFTER we have to delete everything. I have not been able to get Awesomemod to work in my Sims 3 since WA and yes I have been to the downloading framework thread and it did nothing. Im not stupid with computers so I know that this is not MY error. All I want from awesomemod is the ability to have households over 8. If you can make a hack that changes 4 PAGES of things, you can make ONE hack for overstuffed households, then people don't have to go through the bullshit of the whole framework awesomemod crap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wat on 2010 January 19, 01:36:45
All I have to say is that I am extremely disappointed in EA AND Awesomemod. They both used to be amazing but now that patches and WA came out, neither can live up to their reputations. I have had to completely manually uninstall my game 3 times now. That NEVER happened until I installed Awesomemod. After I deleted it the last time I gave up and had nothing to do with awesomemod, heres the shocker IT WORKED ABSOLUTELY FLAWLESS WITH NO AWESOMEMOD! Ive gotten sick of having to stop at 6 kids and tried to load it again now figuring out that AFTER WA came out THEN the "awesome" team figures out that oh delphys framework doesnt work for WA, thanks for letting us know that AFTER we have to delete everything. I have not been able to get Awesomemod to work in my Sims 3 since WA and yes I have been to the downloading framework thread and it did nothing. Im not stupid with computers so I know that this is not MY error. All I want from awesomemod is the ability to have households over 8. If you can make a hack that changes 4 PAGES of things, you can make ONE hack for overstuffed households, then people don't have to go through the bullshit of the whole framework awesomemod crap.
Awesomemod works just fine. Your pants are tight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 19, 01:37:54
(http://beta.moreawesomethanyou.com/crapola/pancake_bunny.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 January 19, 02:07:32
Simply get Twallan's Supercomputer and you can have more than 8 Sims in a household. However, remember that it is EA patches and stupid coding that cause the problems. Complaining about a fix to which  you didn't contribute and aren't required to use makes no sense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bettybrant on 2010 January 19, 18:39:42
I just have a quick question.  I have already searched the forums to see if I could find the answer myself, but I couldn't.  Is there a debug command or ordinary awesomemod command which allows you to keep certain items (like stoves) on a community lot when changing lot zoning from residential to community lot?  I vaguely recall something of the kind being mentioned in a thread somewhere, but am unsure of what the exact name of the command is, or whether it was even implemented in the AM.  Since I didn't know what the command was exactly, searching under various word combinations and rereading several vaguely familiar threads did not help.  If the command does in fact exist, and someone could help me by telling me where to find the exact wording of it, I would really appreciate it.Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 19, 20:05:04
Is there a debug command or ordinary awesomemod command which allows you to keep certain items (like stoves) on a community lot when changing lot zoning from residential to community lot?

There is a new-ish config option for that, NeverRemoveOnLotTypeChange. Labeled "experimental". That what you mean?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ur_all_ive_got on 2010 January 19, 21:14:56
If awesomemod worked just fine, there wouldn't be 80 PAGES of people with problems. What is this supercomputer you speak of?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 19, 21:57:46
If awesomemod worked just fine, there wouldn't be 80 PAGES of people with problems. What is this supercomputer you speak of?

This isn't a "people with problems" thread. This is a "discussion/questions/helpful tips" thread. That, and there's new versions constantly, so half of the so-called problems are obsolete within 24 hours. In other words: observation fail. Try again later.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 January 19, 23:13:06
I gave you all the information needed to conduct a search by providing the name of the mod as well as the name of its creator: Twallan's supercomputer. I do realize that where the file is stored has moved around a bit; but really, it is easy to follow the moves as notices have been left behind. The folks at MATY do stress the importance of learning to search for one's self, and I hate to be an enabler. Hopefully, you've found the computer download already and can happily play an overstuffed household.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Titano on 2010 January 20, 05:16:23
ur_all_ive_got, I got twallan's story-progression mod from this site:

http://ts3.tscexchange.com/index.php?topic=996.375

It works fine, and I haven't encountered any bugs so far--but it is sure to have some. It doesn't have some features that I like about awesome mod, but it's worth a shot if you dislike awesome-mod so much. I'm not sure if he even updates the thing, so you are on your own once they update the game. By the way, you should also get his super computer, which must be around there if you search in that link.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 20, 07:08:34
ur_all_ive_got, I got twallan's story-progression mod from this site:

http://ts3.tscexchange.com/index.php?topic=996.375

It works fine, and I haven't encountered any bugs so far--but it is sure to have some. It doesn't have some features that I like about awesome mod, but it's worth a shot if you dislike awesome-mod so much. I'm not sure if he even updates the thing, so you are on your own once they update the game. By the way, you should also get his super computer, which must be around there if you search in that link.

Why are you being an enabler? Don't enable. Support the "USE SEARCH!" cause!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2010 January 21, 00:40:55
OK, I was sure that I read someone's post that mentioned this problem but darned if a search turns it up anywhere. Maybe I saw it on another website, I'm not sure.

But I am stuck in France. REALLY stuck in France.

I sent two sims there, one solved the curator's bones adventure, and when I tried to send them home early the neighborhood starts to load but after a minute or two the game crashes to desktop. I removed my Mods folder, deleted caches, and tried again, but CTD. I tried just letting the game send them home after the time was up, but CTD. I sent one sim home early and tried it both ways as above with the remaining sim, and CTD both times.  I tried resetsim and resetworld, but these appear to have no effect. I downloaded and ran Dephy's Dashboard tool (and fixed a bunch of corrupted files), but still have CTD when trying to return to the neighborhood.

This is the same 'hood where I recently had a sim stuck in a rabbit hole and had to resetworld to get him out, so it had started to show signs of trouble. I have a feeling the 'hood just became a BFBVFS, but was curious to see if anyone else has experienced this same or a similar problem and had any advice or suggestions. If not, I guess it's off to start and new neighborhood and repeat some of the same stuff all over again. Sigh!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 January 21, 15:49:44
Hello,

I have two questions. Please note that I have used the search feature and reviewed this thread for the answers. Yes, all 81 pages worth. I have also scanned the last 5 pages of threads.

I have the most up to date patches and Awesomemod.

First, I am having trouble using the Fish For... Supreme Commander option. I know that I am to set a specific fish type, but how do I set that? Mouse hovering over the Fish For... does not bring up a sub menu nor does selecting the option. Selecting it just dumps it in my queue.

Second, no recipe books are appearing in the library. This is minor, because I can just put them there myself, but I want to make sure there isn't a simple fix. I know that the chance of recipes appearing is relative to the number of neighborhood sims that know the recipe, but is it normal that NO recipes appear? Showconfig shows that BooksNotMagicScrolls and RecipeBooksInLibrary are both set to "True". I have also tried the regeneratebooks command to no avail. I haven't bothered to test this too much, so it may just be an issue where I need to have a better established 'hood.

Thanks in advance, and feel free to flame me if the answer is in plain sight.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 January 21, 19:47:55
I just read the discussion about the sim economy, and owners of rabbitholes earning profit from them.  I agree that making profits from rabbit holes would be unrealistic, and probably would hurt the game without producing very good results, but this whole topic got me thinking about some other things that bother me in the game, relating to economics.

The way the game deals with money is just plain ridiculous.  You start off with 16000, which you must use to buy a house.   The worthwhile houses are unaffordable, so you have to settle for a tiny cheapskate cabin with little or no furniture.  Unforturnately EA decided not to provide any of these cheap houses in the neighborhood, so you are forced to make your own.  Then while you are building your house, you receive no feedback on how much your house costs (this improved with WA).  Anyway, once you move your family in, you have almost no money, and the first few days are very difficult, as you must find a job, make enough money to eat, and buy another bed so everyone can sleep at the same time, etc.  After that, however, the sims are swimming in dough and have more money than they can possibly spend.  None of this seems logical to me.  Too hard, then too easy!

One solution I've thought of, is to allow sims to move into a house with a weekly payment arrangement.  Instead of paying 20,000 outright, they would pay a certain percentage bi-weekly.  The sims would receive a 2000 loan which would also become part of their biweekly payment.  The houses that are available to the sim would depend on the sim's household funds (2000 for new families), and the weekly income of the family.  The family must have the means to pay their bills for at least the first five payments.  This would have the dual function of making it easier on the household in the first few days, while reducing the "everyone gets rich" effect later in the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 22, 09:42:38
Then while you are building your house, you receive no feedback on how much your house costs

You must be missing something. In build mode, look at the top left of your screen - there's a little box telling you what exactly the house is worth, both furnished and unfurnished. When you have sims on the lot, everything you build/buy is detracted from the family funds in realtime - just look at their budget to see what they can afford.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 22, 10:14:44
First, I am having trouble using the Fish For... Supreme Commander option. I know that I am to set a specific fish type, but how do I set that? Mouse hovering over the Fish For... does not bring up a sub menu nor does selecting the option. Selecting it just dumps it in my queue.
You're certain? It just dumps it in your queue? That is mighty peculiar and unusual. Make sure you're using the latest version.

Second, no recipe books are appearing in the library. This is minor, because I can just put them there myself, but I want to make sure there isn't a simple fix. I know that the chance of recipes appearing is relative to the number of neighborhood sims that know the recipe, but is it normal that NO recipes appear? Showconfig shows that BooksNotMagicScrolls and RecipeBooksInLibrary are both set to "True". I have also tried the regeneratebooks command to no avail. I haven't bothered to test this too much, so it may just be an issue where I need to have a better established 'hood.
The odds of a given recipe book appearing on a skilling bookshelf is dependent on what percentage of your neighborhood knows it. The more common the recipe is, the more likely it appears. Books don't appear to retroactively pop, either, so if you enabled this in an established hood, you need to restock your libraries by typing "regeneratebooks".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 January 22, 14:14:28
Quote
You're certain? It just dumps it in your queue? That is mighty peculiar and unusual. Make sure you're using the latest version.

OK, I figured it out. Apparently after selecting the Fish For... task, you have to CTRL + Click the sim again. At that point, another menu option is available, allowing you to select the fish type. The menu option is only there when the Fish for.. command is sitting in the sims queue (which makes sense). I can't believe I didn't notice this before!

Quote
The odds of a given recipe book appearing on a skilling bookshelf is dependent on what percentage of your neighborhood knows it. The more common the recipe is, the more likely it appears. Books don't appear to retroactively pop, either, so if you enabled this in an established hood, you need to restock your libraries by typing "regeneratebooks".

Excellent, it appears that my 'hoods are not established enough due to my play style. That is fine, I will just manually stock the library with the recipes that I want. Thanks for letting me know!

Now I have a second issue. Supreme Commander with occasionally take a lunch break. As you can see by the attached pic, I have told my sim to Task: Garden on his home lot but it appears he would rather stare at the neighbors (and no, unpausing it doesn't wake him up):

http://img9.imageshack.us/img9/5720/92990784.png

I re-downloaded the most recent Awesomemod, removed the Supercomputer and the awesomeconfig, and still no change to the occasionally lazy commander. I would also like to note that other tasks DO work. For example, he could rummage through garbage just fine.

I have had this problem with the commander with several of the tasks. Sometimes, he won't collect seeds. Sometimes, he won't garden. Very strange.

I recall reading that Imageshack was frowned upon but I am sorry, it is all that I have.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 January 22, 17:21:05
Quote
You must be missing something. In build mode, look at the top left of your screen - there's a little box telling you what exactly the house is worth, both furnished and unfurnished. When you have sims on the lot, everything you build/buy is detracted from the family funds in realtime - just look at their budget to see what they can afford.

I am aware of the little box, but that feature is new to WA - thank goodness they added it.  Still though, you really have to rough it at the beginning, while only a few days later, the sim will be rich enough to be worry free.  To me, the fun of moving a new family in, is styling the house exactly the way you want them to live.  As it is, there is no room for a second bedroom, and you have to choose between a nice fridge and wallpaper.  No matter what, the new family has to start out dirt poor.  Wouldn't it be nice if you could realistically tailor the size of the house to the sim's income, or give them a week or so to get on their feet, rather than force them all to start off in a piddly house.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: skelley on 2010 January 22, 20:23:35
Use freerealestate to put them in any house you want, then familyfunds to adjust how much cash they have on hand.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2010 January 23, 23:02:51
I'm not sure if he even updates the thing, so you are on your own once they update the game. By the way, you should also get his super computer, which must be around there if you search in that link.

For the record, Twallan updates his mods very conscientiously.  He's not the workaholic that Pescado is, so it took him a couple of days longer to have updates in place for the 1.79 patch.  So at least with past history as a guide, there won't be a problem with updates.

I prefer Awesome Story to Twallan's, but Twallan's SuperComputer is truly super and his Story Progression should be great for those who liked Indie Stone, on which Twallan's is based.  He also has a few other cool mods on his board.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2010 January 24, 22:07:22
I searched the site and couldn't find an answer to this. . . so here goes.

Out of amusement, I decided I wanted to have a sim become a pedophile -- by accident, he got caught. Now whenever he tries interactions (romantic) with other adults, they fail, no matter how well he knows them. He even got married (all interactions via the wife -- thinking that if I had her get them into a relationship it would be ago), but she rejects romantic interactions from him. I'm assuming this is supposed to happen, but I wanted to check. And also, I'd think it would be nice if your sim got married that romantic interactions wouldn't always be rejected by their spouse. . . that seems weird.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 January 24, 22:45:50
I'd think it would be nice if your sim got married that romantic interactions wouldn't always be rejected by their spouse. . . that seems weird.

Sounds like real life to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 January 25, 00:03:30
I'd think it would be nice if your sim got married that romantic interactions wouldn't always be rejected by their spouse. . . that seems weird.

Sounds like real life to me.

I concur.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2010 January 25, 01:25:42
I'd think it would be nice if your sim got married that romantic interactions wouldn't always be rejected by their spouse. . . that seems weird.

Sounds like real life to me.

I concur.

True, true. . . but I think always might be a little over the top. Especially being rejected for complimenting personality or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 25, 01:35:41
Unlike in TS2, where each interaction had its own rules, in TS3, with the "unified" interaction system and rules, the game generally does not distinguish between two similar "generic" interactions, and views all such actions as being functionally equivalent and following the same rules. The only thing that distinguishes one interaction from another internally is the fact that you can't repeat them over and over.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 25, 02:07:45
Changing autosaveinterval in-game doesn't seem to be working. Even if I set it to 0 IMMEDIATELY after starting play, it will still autosave after 10 minutes. This makes testing things frustrating. Any ideas why it wont work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2010 January 25, 03:16:02
Alright, question two of the day. . . clearly, I'm playing too much.

My town seems to be lagging a bit, and I have five million npcs. So, I checked my homeless count (64), and then destroyed all npcs. It only dropped to 41. When I clicked to destroy all townies, it dropped nothing. My question, is there a way to murder off the remaining 41 homeless sims who I have no doubt are slowing my game down?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: almostawesome on 2010 January 25, 04:16:10
Alright, question two of the day. . . clearly, I'm playing too much.

My town seems to be lagging a bit, and I have five million npcs. So, I checked my homeless count (64), and then destroyed all npcs. It only dropped to 41. When I clicked to destroy all townies, it dropped nothing. My question, is there a way to murder off the remaining 41 homeless sims who I have no doubt are slowing my game down?

I'm pretty sure those are service NPCs, such as the maid, paperboy, etc; and thus can't be killed, or are killed and promptly regenerated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 25, 04:32:22
Changing autosaveinterval in-game doesn't seem to be working. Even if I set it to 0 IMMEDIATELY after starting play, it will still autosave after 10 minutes. This makes testing things frustrating. Any ideas why it wont work?
No idea. Probably because it's still built on an EA legacy framework that doesn't DIAF effectively. I can look into it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spiritseer on 2010 January 26, 02:50:23
Ok, what the f@#k, is this some kind of joke? I go into my game tonight and it tells me that my version of awesomemod will expire soon.
Since when do mods expire??


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 January 26, 02:59:43
Ok, what the f@#k, is this some kind of joke? I go into my game tonight and it tells me that my version of awesomemod will expire soon.
Since when do mods expire??

spiritseer, you can use the word "fuck" here. And this is no joke - go fucking search for your answer. This question has been asked - and answered and sporked - many times.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 26, 03:48:22
Ok, what the f@#k, is this some kind of joke? I go into my game tonight and it tells me that my version of awesomemod will expire soon.
Since when do mods expire??

What did you think WIP stood for? With Internet Peens? (Feel free to spork me for the lameness, my brain failed at a better one). Clearly, you are not awesome enough.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 26, 19:59:08
I need help again, How do I fix Riverview from taking over every other landscape, I go to any of the travel towns from Riverview and all I find is the Riverview landscape with a ton of blue holes, I started a new Sunset Valley and it is the same thing, Kinda funny to watch the new game cinematic adjust to the landscape.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 20:37:03
Can awesomemod accelerate story progression? It's extremely ridiculous waiting for a new town to populate itself, and supposedly the base game(with some idiotic core mod that barely does anything) can set it to "accelerated" and update a lot in a short time, instead of sim-months being required to fill up a town.

I go to any of the travel towns from Riverview and all I find is the Riverview landscape with a ton of blue holes, I started a new Sunset Valley and it is the same thing, Kinda funny to watch the new game cinematic adjust to the landscape.

You have broken your game and it has shit to do with awesomemod. You installed something wrong and clearly didn't spend half a second checking to see if you put it in right. It sounds like you installed riverview improperly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 26, 21:13:04
I followed the directions in http://www.moreawesomethanyou.com/smf/index.php/topic,17610.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,17610.0.html) which is where I was told to go last time I needed help. It may not have shit all to do with awesomemod but if anyone can help I'll find them here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 26, 21:47:55
Can awesomemod accelerate story progression? It's extremely ridiculous waiting for a new town to populate itself, and supposedly the base game(with some idiotic core mod that barely does anything) can set it to "accelerated" and update a lot in a short time, instead of sim-months being required to fill up a town.
AwesomeStory doesn't "populate" at all. What's in the town is what it works with. Similarly, AwesomeStory cannot be "Accelerated" because all actions occur in-game, and if you were to try to accelerate it, everyone would wind up busy and there would be nothing left to do. You can see this effect occur if you repeatedly spam "buyarandomtoading" into the console, which is the code to instantly trigger a story fire.

For those who want an autopopulator, I will consider adding a "spawn more overlords" code for the next version. Otherwise you could do "runstoryaction Create Household", which triggers the EA story action for that function.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 21:59:28
Oh. Well, that would explain why weeks have passed without anyone EVER moving in. Great...

And it says runstoryaction is an unknown command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2010 January 26, 21:59:52
Is Nrass Story Progression compatible with Awesome mod? I noticed both have similar, if not equal features.
If yes, should I turn off equivalent features in Nrass? So Awesome takes precedence when managing some aspects of my game like Unifed Billing, Job Perfomance gain, and so on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 26, 22:02:16
Is Nrass Story Progression compatible with Awesome mod? I noticed both have similar, if not equal features.
Twallanian Story is a story progression module that operates seperately from AwesomeMod. You can use them together, but no support can be provided if Twallanian Story does something weird. AwesomeStory is inoperable if Twallanian Story is installed, so none of the options pertaining to AwesomeStory will do anything if you have Twallanian Story.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 22:03:55
When I do "Runstoryaction create household" I get "unknown command". :|


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2010 January 26, 22:09:57
When I do "Runstoryaction create household" I get "unknown command". :|

you need to setconfig EnableDebugCommands true or DebugCommands true, something like that


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 22:13:22
Oh alright, now I get "FAIL! Failed to create storyAction, "Create Household""

:|

Supercomputer, awesomemod, debug enabler, all this stuff and I STILL can't get a simple household to move into the damn neighborhood? jesus christ.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 26, 22:20:42
Oh alright, now I get "FAIL! Failed to create storyAction, "Create Household""

:|

Supercomputer, awesomemod, debug enabler, all this stuff and I STILL can't get a simple household to move into the damn neighborhood? jesus christ.

So make your own and move it in. Jesus fuck, quit your bitching and do some work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 26, 22:21:00
Wait until I add "spawnmoreoverlords", then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 22:28:32
Oh alright, now I get "FAIL! Failed to create storyAction, "Create Household""

:|

Supercomputer, awesomemod, debug enabler, all this stuff and I STILL can't get a simple household to move into the damn neighborhood? jesus christ.

So make your own and move it in. Jesus fuck, quit your bitching and do some work.

It's not bitching, ass, I'm looking for a way to do it. Considering this is a basic built-in fucking feature of the game, it shouldn't be THAT hard to get the game to function how it is supposed to- with families moving into town every so often. I'm not going to create and edit the funds of and move in 80 families, the game is SUPPOSED to be able to do that for me to begin with.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 January 26, 22:33:55
So get your sim a job and have him or her interact with coworkers and bosses that must be spawned.  At this time, AwesomeStory only allows for this type of immigration, otherwise it works with what is already there.  Most people do not want hood spam families.  You are free to not use AwesomeStory or wait to see if/when new features are implemented.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 23:28:24
Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 26, 23:31:52
Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.

Mine is filling just fine. I have homeless sims that were spawned to be coworkers (children/teens for the school "friends" and adults for the workplaces) and are now moving in just fine. I made a set of like eight starter sims. They began breeding with each other and with the randomly spawned sims. Within a few generations my town will be populated fully. I planned it accordingly. It works.

Do you have affordable houses? Otherwise no, your homeless will never move in. Clearly, you're doing something wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 January 26, 23:36:40
Yeah, within a couple of generations, I have to start removing cribs.  It is kind of funny to watch the sims duke it out over who gets the right to breed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 January 26, 23:53:15
I've noticed very few sims in my game are getting married. In fact, the only ones who have recently gotten married are the ones I've prodded along to make it happen. The current situation that my town has am abnormally large single elder population, all going around having affairs with each other, while the the much smaller adult popular do little more than age until it's their turn.

Now I know AwesomeMod doesn't just randomly throw two random sims together forever, but I would have thought that more marriages would result from the many romances going on.

Also, one of my sims (Rhoda Bagley, a pre-made) suddenly has a borked family tree. I can't access it at all from her own simology panel, but when I click on her from another sim's tree (where she is still visible) she has no relatives. Also, her brother has vanished entirely. Is there a way to rectify this, or is it a sign of impending doom? Halp?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 26, 23:58:50
I've noticed very few sims in my game are getting married. In fact, the only ones who have recently gotten married are the ones I've prodded along to make it happen. The current situation that my town has am abnormally large single elder population, all going around having affairs with each other, while the the much smaller adult popular do little more than age until it's their turn.

Now I know AwesomeMod doesn't just randomly throw two random sims together forever, but I would have thought that more marriages would result from the many romances going on.

Also, one of my sims (Rhoda Bagley, a pre-made) suddenly has a borked family tree. I can't access it at all from her own simology panel, but when I click on her from another sim's tree (where she is still visible) she has no relatives. Also, her brother has vanished entirely. Is there a way to rectify this, or is it a sign of impending doom? Halp?

Im not sure if it's AM compatible, but there's a "birth manager" mod that functions by clicking on the large modern mirror. It has a set rate of pregnancies to keep the town well populated and balanced. When I first tried it it said I had 55 elders, 10 adults, 3 young adults, 7 teens, 2 kids, 0 toddlers, and 0 babies. After a sim week of using it, I had much, much more satisfying numbers. Now that I remember this, I should try this for my ghost-town woes. Lemme try and find it.

Edit: Oh jesus, how ridiculous. It's HERE.

http://www.moreawesomethanyou.com/smf/index.php?topic=16578.0


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2010 January 27, 00:04:09
Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.

AFAIK, moving sims in and out randomly is part of EA's story progression and I believe you can only have one SP running at one time. If you had the game from the beginning, you might remember how it would move sims in and out randomly in a crazy manner. It would take out your created sims as quickly as any others since any sim not being actively controlled was considered an npc. Everyone complained about this - after spending time creating a sim in CAS, the game would eat them. DNW. I think EA claims to have fixed this in one of the patches but I haven't used EA's SP in ages so I wouldn't know.

Getting towns populated without EA's crazy methods, however, has been problematic and you're not the first to bring it up. It sounds like AM will include a feature to do this soon. I have also used Twallan's story progression for a few sim weeks to populate my town, then switched back to AM again to make things more sane since too many sims can make your town asplode eventually.





Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 00:07:40
Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.
It wasn't so much "taken away" as it was "never implemented". EA Story has it, but when I gave up in EA Story ever making any sense without turning into a giant freezing mess at 0100, and rewrote a new Story Engine from scratch, the implementation simply did not include creating any households, as it evaluates events based on weighting for famblies. Since a nonexistent fambly has no members to act upon, and therefore, no weight, I simply never built a third-tier of event class for creating new households. Additionally, it is very difficult to assess when such a thing should STOP, since the game does not include any tools for effectively polling the user's system lag.

Also, one of my sims (Rhoda Bagley, a pre-made) suddenly has a borked family tree. I can't access it at all from her own simology panel, but when I click on her from another sim's tree (where she is still visible) she has no relatives. Also, her brother has vanished entirely. Is there a way to rectify this, or is it a sign of impending doom? Halp?
I think you've done something to unravel your neighborhood. I haven't noticed any of these problems in mine, so...I have no idea what is going on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 27, 00:25:24
Is it truly safe to remove AM and use another core for a while?

The birth manager does not work how I thought- it literally(obviously, but I didn't quite catch it) only...manages...births. I was taking it as more of a general population stabilizer- it is not.

So yeah, I'm desperate enough for the town to develop that I'd swap a core mod out long enough for it to do so, but my game died in a fiery explosion last time I dared to remove AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 00:31:21
Strongly not recommended. AwesomeMod's core is designed to keep your game from blowing up spectacularly in one of the many ways the other cores don't. This means your game can be held running longer than other cores will allow it to remain stable, and removing AwesomeMod's core will undo the stability maintaining aspects, causing a game pushed past its natural EAxian stability point to rapidly destabilize. Think of it like an undead being held together by magic. When you remove the magic that holds it together, it unravels into a mouldy corpse and remains that way. I suggest you just patiently wait for the SPAWN MORE OVERLORDS command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 27, 00:40:54
I dont want to patiently wait. :( I want to sit here making sad faces until it happens :(

:(

That's what I figured anyway. I removed it once to test something that wasn't working, and when I returned I could not select my sim, nor could I choose actions, I could not do anything at all. Town was totally destroyed and never returned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2010 January 27, 02:47:13
I'm not even going to try to speak for Pescado, so I'm only responding to the comment I made earlier regarding using Twallan's story progression. You don't have to remove AM to use it, so AM's anti toading awesomeness is still in your game. This is because Twallan's SP mod is not a core mod so all you have to do is to disable AM's Story Progression until you're done using Twallan's Story Progression, then enable AM's SP again. But it sounds like a revised AM will be out soon anyway so maybe this is all a moot point. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 02:49:38
You don't actually even have to disable AwesomeStory to use Twallanian Story. AwesomeStory is automatically disabled if you put in Twallanian Story and cannot be enabled until Twallanian Story is removed, because you cannot have two story modules functioning at once without the game getting tangled into knots.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 27, 05:59:06
I'm trying to use this:

http://modthesims.info/download.php?t=388170

The auto socials are nice enough, but then it includes same sex pregnancy. BUT...apparently awesomemod blocks male pregnancy, for whatever reason. I can't find anything in the config to stop that function. Is there a way to bypass it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 06:42:32
This issue is being reevaluated as detection methods for the original issue improve. We will get back to you on this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 27, 09:14:13
Does AM have any influence at all on how sims' motives are being recaculated when a household is made active? Asking because I'm having issues with some motives, sometimes, being dropped all the way to 0 for no apparent reason, and I don't remember having that issue when playing with no story progression, but that was also a few patches ago. So I'm not sure whether to post about it in the Bug thread or whether it's just EAxian randomness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 10:03:36
That's EAxian. When a sim is not being actively observed, they don't have motives that are tracked dynamically, they just go on a "railroad curve" that adjusts their motives arbitrarily, usually with absolutely no semblance to how things actually work, based on time. Naturally, there is moar pee.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 January 27, 14:02:27
This issue is being reevaluated as detection methods for the original issue improve. We will get back to you on this.

I actually LIKE the fact that Awesomemod blocks male/male pregnancies. It makes no sense. Dudes have no uterus. It BARELY made sense with alien porking in Sims2 (the birthing process must have been Spaghettios messy), but aliens are not in Sims 3.

If this changes, please make it switchable =)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 27, 14:14:26
If you don't install the relevant meshes (not provided here) that permit such an abomination, it remains impossible. The new change is that AwesomeMod now explicitly forbids it in anyone who doesn't have any pregmeshes available, which covers all the other aberrant cases where sims become invisible as well. Additionally, you still can't do it outside of a Lab of Mad Scienceness. The interaction to do so is not actually provided, so I am writing that part off as "Someone Else's Problem".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 January 27, 14:21:31
Excellent, thank you for clarifying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 January 27, 15:26:23
I need help again, How do I fix Riverview from taking over every other landscape, I go to any of the travel towns from Riverview and all I find is the Riverview landscape with a ton of blue holes, I started a new Sunset Valley and it is the same thing, Kinda funny to watch the new game cinematic adjust to the landscape.

This is a custom content (specifically, custom object) issue. There is a thread on this in "The Horror, the Horror" called something like "90% if Sunset Valley gone" or some such. Do I care enough to look it up and link you? I do not. However, if you use the handy-dandy "Advanced search" feature up there and search for "blue lots" you will find the answer, as if by magic. It involves a "blue lot fixxxor" by Delphy. Enjoy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Keyan on 2010 January 27, 15:55:57
Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: idtaminger on 2010 January 27, 18:26:21
Is there any way to get around the awesomemod expiration date? I have the sims 3 installed on a computer w/out Internet access, in a detached building where I can't easily access an online computer. I have awesomemod installed as a matter of course, but since it's a pain in the ass to keep updating my awesomemod via flash drive, and since I only play my game once a week anyway, I really don't want to keep re-downloading a new version every 2 weeks. Is there any way to circumvent this expiration business?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 27, 18:57:41
Re: Spawnmoreoverlords (yaaaaaaaaaaay) Woop, got it working. I didn't have debug commands enabled.

It worked! Unfortunately it named most of the families "peasant".... Manually changing their names is easier than making 53 sims, at least.

Edit again: It's just the household name, for groups that don't have the same name. That's ok then. Hooray! :D I love you pescado, lets have babies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2010 January 27, 19:58:24
Re: Spawnmoreoverlords (yaaaaaaaaaaay) Woop, got it working. I didn't have debug commands enabled.

It worked! Unfortunately it named most of the families "peasant".... Manually changing their names is easier than making 53 sims, at least.

Edit again: It's just the household name, for groups that don't have the same name. That's ok then. Hooray! :D I love you pescado, lets have babies.

But on the downside, I seem to have generated 115 sims who seem to want to wear their nightwear as formal, athletic and swimwear!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 January 27, 21:23:13
It worked! Unfortunately it named most of the families "peasant".... Manually changing their names is easier than making 53 sims, at least.
Yeah, I assumed this was intentional.

I had to lul at the "Castro" family that arrived in my neighborhood though. 'Bout time we had someone like that move in to town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 27, 21:29:38
Re: Spawnmoreoverlords (yaaaaaaaaaaay) Woop, got it working. I didn't have debug commands enabled.

It worked! Unfortunately it named most of the families "peasant".... Manually changing their names is easier than making 53 sims, at least.

Edit again: It's just the household name, for groups that don't have the same name. That's ok then. Hooray! :D I love you pescado, lets have babies.

But on the downside, I seem to have generated 115 sims who seem to want to wear their nightwear as formal, athletic and swimwear!

At some point, I think a patch borked CAS. If you have a sim wearing ANYTHING and you click another category, like swim, whatever they are wearing is selectable(and auto-selected) for that category. You can essentially wear whatever the fuck you want whenever you want, except everyday. So sims randomly spawned seem to have issues with randomly spawning their own clothes!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 January 28, 06:36:29
Is there any way to get around the awesomemod expiration date? I have the sims 3 installed on a computer w/out Internet access, in a detached building where I can't easily access an online computer. I have awesomemod installed as a matter of course, but since it's a pain in the ass to keep updating my awesomemod via flash drive, and since I only play my game once a week anyway, I really don't want to keep re-downloading a new version every 2 weeks. Is there any way to circumvent this expiration business?

I haven't tried this myself, but I recall reading that the way to avoid the expiry date is to change the date on your computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2010 January 28, 07:22:25
Quick question: does disabling Eye Candy in awesomemod also disable that stupid green glow when Sims meditate?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 28, 09:49:27
It worked! Unfortunately it named most of the families "peasant".... Manually changing their names is easier than making 53 sims, at least.

Edit again: It's just the household name, for groups that don't have the same name. That's ok then. Hooray! :D I love you pescado, lets have babies.
Yeah, with non-fambly living groups, it will generate them named "Peasant" instead, because, obviously, they aren't actually a fambly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 January 28, 16:04:14
Also, one of my sims (Rhoda Bagley, a pre-made) suddenly has a borked family tree. I can't access it at all from her own simology panel, but when I click on her from another sim's tree (where she is still visible) she has no relatives. Also, her brother has vanished entirely. Is there a way to rectify this, or is it a sign of impending doom? Halp?
I think you've done something to unravel your neighborhood. I haven't noticed any of these problems in mine, so...I have no idea what is going on.
Well I rolled back to an earlier save where everything was fine, in which it was Saturday in-game. Sent my sim and his ex-wife Rhoda (who is a ghost) to China, and all was fine. Came back and played out the rest of that day. At exactly 12:00 12:10 am Sunday, while Rhoda was at work, there seemed to be some activity going on with the game. Her portrait pose changed completely and, sure enough, the brother has vanished from the family tree, all of her connections have been destroyed and her own tree is inaccessible. So something seems to be blowing up at that particular moment. Can't think why this brother is vanishing.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 28, 20:01:59
I love you pescado, lets have babies.
Yeah

You all saw it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 January 28, 23:11:51
Alright, here's some more on my totally boring family tree saga. It seems to be turning into a sim version of Invasion of the Body snatchers.

I downloaded the doopercomputer, and had a look at some background stuff. It seems that what is happening at that particular moment is that the four Bagley sims are being duplicated with what can only be described as empty, if visually identical, clones. They seem to have little data tied to them, and no relationships. However, the other versions of them still retain the relationships (and presumably all the other data). Rhoda (the playable ghost) still seems to be the same sim, bar her portrait and age which is much older than it should be (and of course the borked family tree). Her "clone" (which I think is the original Rhoda) has the correct portrait and age though. So I can only assume that these mysteriously spawning duplicates are replacing the other sims, for whatever reason.

Case in point: At 12:09 am there is only one Ma Bagley. At 12:10 am there are now two. One with a whole bunch of data, and the other an empty shell.
(http://img689.imageshack.us/img689/6610/screenshot173b.jpg)

Then I did some playing around with the old save, seeing if I could prevent it occurring or at determine what the cause is. I thought it was some sort of pre-determined BFBVFS, but the only time it didn't happen at all was when I did not send Rhoda on holiday. It seems that sending playable ghosts abroad (or, at least, my playable ghost) is causing some kind of fuck up. It's like BV redundancy all over again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 January 28, 23:53:28
What exactly does "The eye of Horus" do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 January 29, 03:40:29
I have Delphy's breast sliders AND Jonha's sliders installed, and I know I need a mod to increase the number of sliders allowed.  I thought Awesome Mod had this function, and the slider hacks even directed me to it, but I have AM, Delphy's breast sliders are not working, and I do not see anything in the Awesome Config to suggest that this function even exists.  I seem to remember it being there.  Was it somehow removed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 29, 03:50:26
Define "not working". There's no option to enable it because "more sliders" is always enabled. Are you sure it's just not appearing in a weird location?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bettybrant on 2010 January 29, 04:48:18
I'm experiencing something odd with editSim:  when I edit an existing sim to change its body type (from fat to thin or thin to fat) it doesn't take.  That is, it seems to work in the CAS screen, but when I come back to the game, the Sim retains its original body shape. I am very careful with editSim, and only use it sparingly on game-made sims, and never to change anything that can be changed in the regular game, or with Awesomemod's features (like traits, or lifetime wishes or favourites).  

I seem to remember that this feature used to work fine, but now it is not.  Once after attempting to make a male Sim fat, and seeing that it had no effect, I tried to go back to editSim to do it again, and the game got stuck on the loading screen endlessly, which has also never happened to me before.  

I do have some custom content in my game (mostly Store Content, deco and clothes) but no sliders, and very few hacks or mods (just the supercomputer and the book of talent and some buyable WA registers). Is this an awesomemod glitch or is it more likely that some bad cc is not playing nicely with AM? Has anyone else encountered this problem?  Any advice would be appreciated. Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 January 29, 05:44:47
I have Delphy's breast sliders AND Jonha's sliders installed, and I know I need a mod to increase the number of sliders allowed.

Delphy's breast sliders appear under the advanced mouth settings.  They do not appear in their own category.  Select the mouth tab, then the advanced options, then the global options, and they appear scattered among the various mouth sliders.

Delphy even says that's where they are, because the mouth option had the most slots available to add the extra sliders to.  I don't know about Jonha's as I haven't used them, but I suspect they are also scattered throughout the other options.

I'm experiencing something odd with editSim:  when I edit an existing sim to change its body type (from fat to thin or thin to fat) it doesn't take.  That is, it seems to work in the CAS screen, but when I come back to the game, the Sim retains its original body shape.

How many bloody time does this have to be answered?  It has been answered to death, and also again recently by Pescado in another post/thread.

DO NOT change body type in editsim.  Bring up the cheat box and use setfitness and setfatness, I think they are the right terms, and enter a numerical value.

Next time try searching and reading, in fact, try searching now, and you'll find the correct information and terms to use.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bettybrant on 2010 January 29, 13:21:47
Done. It's "setfitness" and "setfatness" with numerical values from 0.0 to 1.0.  I prefer this to the sliders, actually, as it seems more precise.

I'm sorry for posting the question, but I did search the forums under "editsim" and "edit sim" and "changing body type" and I also read back through this thread.  I didn't see the recent post you speak of, as it doesn't seem to be in this thread, which I thought was the place for posting problems and questions with awesomemod.  I also thought this was a glitch since it seems to me that using the sliders worked in the past, so I meant to report it as well. Anyway, sorry.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: iansplinter on 2010 January 29, 14:11:59
Hi to all. I have a little problem, since I use the awsomemod with my new neighbourhood and the "make sacred function". I have made some famiies sacred and other not. Now I have about 7 sacred and 7 not sacred. The problem is, that I have performance problems. Its laggy. Before having more than 7 families (all sacred) in my hood, everything was ok, same when I delete some of the not-sacred families. I cant use the 3. speed anymore, cause the time is still slow. And sometimes the game stops for some seconds. Never had any performanceproblems before. Is it because of using the sacred-function? Doas anyone have an idea?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 29, 14:24:08
Overusing Supreme Commander on too many sims at once can produce lag if your computer sucks. Most lag-related issues are brought about by having a computer that sucks. Get a less-suck computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: iansplinter on 2010 January 29, 17:49:01
Thanks, but mine is about half year old, with an intel core 2Duo CPU, 3,67 GHZ, 3 GB RAM and a GForce GTS 250, I dont have any problems with my PC. ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 29, 19:04:41
Then something is severely wrong with how it is configured, because my computer is older than yours and has no such lag issues.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: iansplinter on 2010 January 29, 20:22:06
Maybe, I dont know it. But thanks for your answer!

Here are my configurations (what I changed):


- NoNudityCensorM+F ENABLED

- AllowOverstuffedHouses ENABLED
- CASSliderScaleIncreased   ENABLED
- CASSliderScaleMultiplier   3

No other changes. Maybe its because of the supreme commander Interactions? (the one with the smiley-simbol)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: iansplinter on 2010 January 29, 20:27:18
What do you mean with configured? Your mod or my PC?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 January 29, 20:45:38
Let's say I had a computer with unlimited power, and I wanted to control a very large neighbourhood with 10000 sims, all being run smoothly by the AI (or supreme commander), which controls every move they make.  Does the game allow such a configuration.  I am asking because I'm using Sunset Valley with 90 sims on Supreme Commander, and it seems that although my game doesn't lag  per se, the individual sims do.  They will stop in mid-stride while running from one task to the next, and this is even when there's a clear path - I doubt it's a routing issue.  My guess is that Supreme Commander is only able to handle a limited number of sims at one time, and swaps them in and out as needed, stopping the sims in their tracks in order to get others moving.  Is this correct?  I am just curious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 29, 20:54:04
Actually, I notice a lot of "freezing" when I have lots of sacred sims. I'm not sure if that's the actual cause, but occasionally sims just stop moving. Effects keep going, plumbobs keep spinning, trees keep waving, but time and sims are frozen. After a bit they start back up, and I'm prettys ure it's not some sim trying to route to an unroutable area for no reason whatsoever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 January 29, 21:17:07
My sims will stop literally in mid-air as they are walking.  Other sims contiue moving as normal.  All over the map, I see one sim after another stopping for 10 seconds then continuing on their way.  This only seems to happen when a large number of sims are on SC.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 29, 21:37:13
Actually, I notice a lot of "freezing" when I have lots of sacred sims. I'm not sure if that's the actual cause, but occasionally sims just stop moving. Effects keep going, plumbobs keep spinning, trees keep waving, but time and sims are frozen. After a bit they start back up, and I'm prettys ure it's not some sim trying to route to an unroutable area for no reason whatsoever.

I have this too. The rate at which it appears did seem to lessen with the newest version, but it is still there. It isn't TOO terrible, though. Unless it drives me batshit, I won't be bothering to go start a new (canned) world just to send a save in. It takes awhile to appear as it is. I can say it is AM for sure though, since when it first started it appeared in massive amounts so I did the standard troubleshooting on it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 January 29, 21:43:53
I get it even when there are no sacred sims, so I don't think it's necessarily tied to that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 29, 22:00:44
I get it even when there are no sacred sims, so I don't think it's necessarily tied to that.

Oh, right, I forgot to mention that. It isn't tied to sacreds at all. It was before I even turned on any supreme commander functions in that town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2010 January 29, 22:30:11
I get the freezing and rarely use Supreme Commander except for its radar tracking.  I have a number of sacred households (which likely isn't a factor) and a pretty full neighborhood (over 200 sims).

It hasn't been that awful since I've tested my CC with ProcMon (the process monitor is a free download for Windows) and gotten rid of the stuff that was getting loaded thousands of times, as well as combining CC into fewer, bigger packages, which is explained somewhere among the posts on "The Horror" board; but it still happens to some degree.

I don't know if the limits throughout XML files of 10 sims "pulsed" per tick have anything to do with it, but it's possible.  Those could just be "broadcasters" (things that cause reactions) but also could be how many can do something per tick (a tick is likely even shorter than a sim minute, but still it would then be a limit).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shadow on 2010 January 30, 00:06:23
I had lagging so bad that I was ready to give up the game all together. I downloaded Delphy's Dashboard tool at MTS2 and it found several bad CC files, mostly paintings. Once those were eliminated I had no more lag.

Check it out here (http://www.modthesims.info/download.php?t=387006)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 30, 00:53:28
I had lagging so bad that I was ready to give up the game all together. I downloaded Delphy's Dashboard tool at MTS2 and it found several bad CC files, mostly paintings. Once those were eliminated I had no more lag.

Check it out here (http://www.modthesims.info/download.php?t=387006)

Wrong kind of lag, hon. The issue we're talking about is extremely different.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 30, 01:08:30
I am asking because I'm using Sunset Valley with 90 sims on Supreme Commander, and it seems that although my game doesn't lag  per se, the individual sims do.  They will stop in mid-stride while running from one task to the next, and this is even when there's a clear path - I doubt it's a routing issue.
It's a timeslice issue. The game tries to preserve the appearance of non-lag by simply giving up in mid-processing, so that game-time appears to continue instead of slowly to a crawl. This means that, unlike in TS2, where the game would simply lag, but the fidelity of the simulation was retained, when overloading occurs in TS3, the simulation will first degrade, before the lag gets really bad. If you were to force TS2 to run on a computer with a very slow CPU, it would run correctly, producing accurate simulated behavior (but the lag would be unplayably bad). If you were to force TS3 to run underspec, the simulated behavior would first fall apart before you lost the ability to effectively control the interface.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Entgleichen on 2010 January 30, 02:39:20
In my game, a lag occurs every now and then. When that happens, I can almost be sure that Supreme Commander has taken control over a random sim and forces him to do something he can't - so it results in a loop. I never use SC for any of the macro actions by myself (because when I do, even only on one sim, the game slows down), so I'm pretty sure the program does something it shouldn't.  I then have to take control of the mistreated sim and stop the SC-control before I can go on playing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 30, 03:12:11
Well, if people would tell me what twisted thing they've done to their neighborhood so I can figure out what is going into a loop and detect it...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 30, 03:18:56
Well, I used to think it was just a routing issue. It doesnt happen often in Sunset Valley but I would get it in france(where there is an island you cannot walk to, and trying to walk to it freezes things for a few seconds) and in egypt(same deal). I also get it in a custom neighborhood, sometimes quite often(I suspect it happens around the same time each day, I'll test.)

So it could just be sims, for whatever idiotic AI reason, trying to route to areas htey can not in any way reach.

Some mini-freezes like that are caused by CC, but usually not. I am pretty sure it's got to be a routing issue. Though why these idiots are trying to get to pointless island in the middle of dumbass river I have no idea.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 30, 03:42:30
Well, I used to think it was just a routing issue. It doesnt happen often in Sunset Valley but I would get it in france(where there is an island you cannot walk to, and trying to walk to it freezes things for a few seconds) and in egypt(same deal). I also get it in a custom neighborhood, sometimes quite often(I suspect it happens around the same time each day, I'll test.)

So it could just be sims, for whatever idiotic AI reason, trying to route to areas htey can not in any way reach.

Some mini-freezes like that are caused by CC, but usually not. I am pretty sure it's got to be a routing issue. Though why these idiots are trying to get to pointless island in the middle of dumbass river I have no idea.

Claeric, if you're getting it in Sunset Valley, you should try to get a save where, upon loading, it does it reliably and send it in. I was able to on my custom neighborhood when I was doing standard troubleshooting to verify it was, indeed, AM a week ago, but since it is custom and I don't have a non-custom save right now I can't be very helpful.

What I can say however, was for me it was coinciding with story-related things occurring, but not every story-related thing. Job promotions was a big one. I'm not sure if this is related or coincidence, however.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 30, 03:55:29
I said I didn't get it in sunset valley. Any time I got something like that in Sunset Valley it was a total freeze from unknown circumstances.

I am about to test if it happens around a certain time of day in the custom hood, but I doubt pescado would want to download a custom hood full of custom sims and pop in on my freaky fetish family to see what causes freezing. Or maybe he would, who knows? At least my CC wouldnt transfer and make the experience terrifying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 30, 04:39:39
The .world files aren't that big, so if you're experiencing this problem with a custom world, send it in. I'm guessing, however, that if these problems are mainly custom-world, you're running into a resource shortage. Many the earlier algorithms of Supreme Commander assume that certain resources will be present in the town, as everyone then had the same towns, and to save on computation, did not verify that those things still existed. Now that people are making their own crazy-quilt worlds where basic town structures cannot be relied upon to exist, not everything works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 30, 04:58:16
The .world files aren't that big, so if you're experiencing this problem with a custom world, send it in. I'm guessing, however, that if these problems are mainly custom-world, you're running into a resource shortage. Many the earlier algorithms of Supreme Commander assume that certain resources will be present in the town, as everyone then had the same towns, and to save on computation, did not verify that those things still existed. Now that people are making their own crazy-quilt worlds where basic town structures cannot be relied upon to exist, not everything works.

I guess it wouldn't hurt. Especially if it is happening on more than just my world (since mine is built by me and not shared anywhere). I uploaded my most recent save, since it happens at least once (usually two to three times) a sim day, so you'll see it if it is going to happen for you.

Sims3Pack and Save Folder: http://www.4shared.com/file/210911829/d1931c8b/CustomWorldPlusSave.html
 (http://www.4shared.com/file/210911829/d1931c8b/CustomWorldPlusSave.html)
Separate World File (if you want it): http://www.4shared.com/file/210916087/5f00b007/Simland_Islandsworld.html
 (http://www.4shared.com/file/210916087/5f00b007/Simland_Islandsworld.html)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 30, 05:03:16
Yeah, I cant get it consistent. Plus while waiiting for it to happen my sims auto-woohooed and now I've got a male pregnancy walking around and sharing such things is probably not a good idea for the integrity of others' games.

Is it safe to assume Supreme Commander also has those issues with the WA worlds, then? I remember getting them in china now, too. All three worlds. I am pretty sure I've never experienced it within sunset valley or what little I've played of riverview, only outside worlds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 30, 06:05:12
Many the earlier algorithms of Supreme Commander assume that certain resources will be present in the town, as everyone then had the same towns, and to save on computation, did not verify that those things still existed. Now that people are making their own crazy-quilt worlds where basic town structures cannot be relied upon to exist, not everything works.

Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using? Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).

I'm on OS X though, and the OS X game is laggy and terrible in general, but I've never played it on Windows so I can't compare.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 30, 06:42:50
I'm on OS X though, and the OS X game is laggy and terrible in general, but I've never played it on Windows so I can't compare.

This is false. Also, they are the same game. The game is laggy and terrible in general, but not on everyone's machine. It doesn't matter if the machine is running OSX or Windows.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 30, 06:46:43
I'm on OS X though, and the OS X game is laggy and terrible in general, but I've never played it on Windows so I can't compare.

This is false. Also, they are the same game.

Duh, yes. They are. That's what the problem is ... it's not a native OS X app, it's running inside a wrapper, which does not exactly help performance.

Try comparing running the game on the same machine once under OS X, once under Windows (BootCamp) and you'll see.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 30, 12:20:00
Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using?
Yes. One-shot Cmdr uses the same algorithms as Supreme Commander, except that instead of continuing after performing the action, it is a one-shot deal that terminates without a continuing queue action.

Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 January 30, 13:13:17
Oh. Would this also affect the one-shot commander that AwesomeStory is sometimes using?
Yes. One-shot Cmdr uses the same algorithms as Supreme Commander, except that instead of continuing after performing the action, it is a one-shot deal that terminates without a continuing queue action.

Asking because my test nhood is lagging like hell, and I do use "job performance for inactives" and all that, and I don't have all of the EA rabbitholes in there (nor do I have a library, for example). The lagging is the "walk three steps - pause - walk three steps - pause - turn around - pause" etc one, not lagging at a particular time of the day. I have circa 60 playables and 40-50 NPCs in there. I also noticed that sims sometimes stay on "Skill: X" forever, with a message that no skilling items or lessons are available and many of their needs bottomed out (but that was a few Awesome builds ago, dunno wether that still is an issue. The lagging definitely is, though).
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.
Would it be possible to check once per day and just keep the info on file somewhere?  Like it would check the world for chess boards.  If none are present it adds "chess boards" to the file and then just references that file for the rest of the day instead of having to check every object in the world again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 January 30, 13:18:44
I have two children traveling with the family in Egypt. They are in the family-owned house with a computer and chessboard. Both are set to SC skill logic. They will play chess all day long until their needs are all low. They will play chess then start popping the SC icon for eat or bath but sit at the chess board. They both have fruit and veggies in their inventory, food in the fridge and a full bath (shower, not tub) available.
I am focusing on the mother who's tomb raiding and ignoring them. When I see their icons turn orange or red I'll click on them and fix them up so it's not that big of a deal.
I also have the father set on SC - fish who will sit at the river bank popping the "go to" icon over and over again and not fish.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2010 January 30, 14:32:30
Need starvation and skill-X forever are a direct side effect of the neighborhood not having basic motive satisfaction. If you're sticking sims in houses that are unable to address motives and your entire neighborhood is gutted of basic infrastructure, the system will fall apart, as it was originally designed for a neighborhood that had basic infrastructure, so the existence of certain basic skills are assumed without detailed checking: Skills like Cooking, Logic, Mechanical, and all the other "basics" that the game assumes would be found in the form of libraries and free chessboards which were present in every game, are simply assumed without doing a grep of the entire neighborhood for them every time. If you have removed all this infrastructure, the actions will fail repeatedly because NORMAL neighborhoods should have them. We are not sure how to address this issue, as forcing an availability check for every basic item may greatly increase CPU costs anyway, causing more lag.

In my nhood, I think the houses are fine (as far as basic food/pee/sleep motives go, at least), but there's indeed no public chess boards, no library, no gym and so on. I do have a bunch of sims with outdoor chessboard in their yard, though (can't SupCom-skilling sims use those? I thought I had read somewhere that stuff in the yard was considered free-for-all).

I think it would make sense if you could publish a list of what exact items/rabbitholes SupCom silently assumes to be available, and/or link to it from the AM download thread - that would be simpler and more effective than any code changes, I guess. I haven't seen this documented anywhere, and like you say, now that folks start to use more and more custom worlds I'd think it's going to be a recurrent issue.

ETA: the nhood I'm talking about is the one that I've uploaded re. the inventory destruction, if you want to have a look what's in there and what isn't. But the lagging that I see is most definitely not *entirely* due to SupCom (if at all), I was using NRaasStory for a little while and it was still laggy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Entgleichen on 2010 January 30, 14:51:07
Well, if people would tell me what twisted thing they've done to their neighborhood so I can figure out what is going into a loop and detect it...

I did nothing special to my Nhood. Its Sunset Valley, and the loop once occured in one of the three big houses south of the town park. One sim stood before the fridge, had the SC action "Eat", but obviously couldn't reach the fridge. When I cancelled the action though, and had him manually open the fridge, it worked. Just guessing: maybe he had another urgent action to fulfill (for his needs were badly low) and now couldnt decide which to do first and so switched between the two actions endlessly?

A thing I have to understand: I said before that I don't use SC for macros. So, when SC decides to use them on random sims on his own, this is a one shot action and happens on purpose? I took it for a bug. As long as I'm having issues with this feature, I would like to turn it off. Is this possible by changing some options in the config tool, and if yes, then which are they?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 30, 14:57:47
Would it be possible to check once per day and just keep the info on file somewhere?  Like it would check the world for chess boards.  If none are present it adds "chess boards" to the file and then just references that file for the rest of the day instead of having to check every object in the world again.
Caching tricks are heavily utilized in the new-model code, but the old-model code is obviously old and has to be revisited when I get the chance to improveify it.

I did nothing special to my Nhood. Its Sunset Valley, and the loop once occured in one of the three big houses south of the town park. One sim stood before the fridge, had the SC action "Eat", but obviously couldn't reach the fridge.
No idea why he was unable to reach the fridge. A deadlock situation could happen if he was somehow using the wrong fridge, or performing the wrong action. If you see this, send the save.

A thing I have to understand: I said before that I don't use SC for macros. So, when SC decides to use them on random sims on his own, this is a one shot action and happens on purpose? I took it for a bug. As long as I'm having issues with this feature, I would like to turn it off. Is this possible by changing some options in the config tool, and if yes, then which are they?
Well, if you turn it off, you've just turned off all of Story Progression, as OSC is used to resolve any story action that requires the sim do something. So yeah, you can turn it off, by switching your story driver to something else.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 January 30, 18:18:44
I am pretty sure I added back in all of the necessary items when building my world, including public chess tables and a library. If you'd like to at least take a look at the coding (download links are above) and verify that this really is causing the hangups, it would be appreciated. Otherwise, I guess I'll go through and place some more objects for skill building around town and see if that does anything. I'll probably try that in a little while and report back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 January 30, 22:13:56
I've also been experiencing freezing since installing the latest AM.  My Sims have frozen mid-stride a couple times now, in China.  It happened once at the market and once when they were running for the road to go back to base camp.  They live in Sunset Valley, and I've done nothing to my hood.  The only mod I have is AM; I use EA Story progression, and I have not used SC mode.  I have anatomically correct skins and a few custom objects; but before installing the latest AM, my Sims never froze.  My computer well exceeds minimum specs.

Did I give enough info, Pes?  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 31, 01:32:06
Mid-stride freezes in China are a sign that something is wrong with your computer, because there are no Supreme Commander issues in China. I've been there, run it for ages, it works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 January 31, 01:49:28
Yeah, I spent quite some time in china earlier with no issues. Sunset valley with no issues. France? Every so often, mid-action freeze, spinning plumbob, effecting effects, frozen time. Egypt? Same deal.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 31, 01:50:53
Yeah, I've seen none of those issues in any of the vacationlands, and since the Vacationlands are all standardized, and therefore, we all have the same vacationland, and the same AwesomeMod, something weird must be going on with your computer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: firstcharmander on 2010 January 31, 02:03:07
After looking at the wiki, I can't find what the option for Unified Depreciaton is for.  (note on spelling, it's spelled as that in game config)

I'm looking to make it harder for people to make money (or reduce income), because after a while (about 30 days in-game), everyone is freaking rich.  Job scaling in a way helps, but it doesn't directly lower income, just makes it harder to get promoted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 January 31, 02:25:21
Because people haven't updated the Wikka. In the normal game, only items on the active household's lot depreciate. If Unified Depreciation is on, all lots will do this, resulting in a gradual loss of networth to all famblies in the game, while making noob lots more affordable to freshly-generated townies, helping to reduce homelessness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 February 02, 15:10:40
Are there large differences (if any) between freeloader AM and PAY PLUS AM? I've seen it mentioned that there were differences.

I'd consider switching to PAY PLUS but 40 bucks a month hurts the pocketbook and I'd like to know what I'm getting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 February 02, 15:59:17
Are there large differences (if any) between freeloader AM and PAY PLUS AM? I've seen it mentioned that there were differences.

I'd consider switching to PAY PLUS but 40 bucks a month hurts the pocketbook and I'd like to know what I'm getting.

Think about what you are asking in relation to where you are.  Lurk more and read the FAQ.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 February 02, 16:12:22
Think about what you are asking in relation to where you are.  Lurk more and read the FAQ.

Strange, I've read the FAQ (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.htm) half a dozen times and it mentions nothing about the pay version of Awesomemod.

If you are referring to the thread I am posting in, I was merely trying to avoid creating another thread. Since my question has to do with Awesomemod, and this is the Awesomemod question thread, it seemed well suited.

If I must be enlightened, please do so with much lulz. I am bored at work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 February 02, 16:19:38
Think about what you are asking in relation to where you are.  Lurk more and read the FAQ.

Strange, I've read the FAQ (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.0.htm) half a dozen times and it mentions nothing about the pay version of Awesomemod.

If you are referring to the thread I am posting in, I was merely trying to avoid creating another thread. Since my question has to do with Awesomemod, and this is the Awesomemod question thread, it seemed well suited.

If I must be enlightened, please do so with much lulz. I am bored at work.

No, I enjoy toying with people.  Now think about your first statement.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 February 02, 16:44:33
Code:
Strange, I've read the FAQ half a dozen times and it mentions nothing about the pay version of Awesomemod.

To me, this either means there are lots of juicy bits in PAY PLUS Pesc does not want the world to know about, or the pay version doesn't exist. The first option is the most likely scenario.

Perhaps there is a third option, but my limited cerebral processing ability fails me.

Either way I will continue to LURK MOAR until someone confirms or denounces my suspicions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 February 02, 18:30:43
Are you for reals?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 February 02, 19:22:21
Why don't you just subscribe for a month and test it out? The cancellation policy here is pretty agreeable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 02, 23:51:03
Code:
Strange, I've read the FAQ half a dozen times and it mentions nothing about the pay version of Awesomemod.

To me, this either means there are lots of juicy bits in PAY PLUS Pesc does not want the world to know about, or the pay version doesn't exist. The first option is the most likely scenario.

Post a link to where this improved PAY PLUS version of AM that you speak of exists.

Try putting your brain into gear before you think and type.  What kind of a Moron are you?  You read the FAQ, you browse this site, which is the home of AM and its creator, and are unable to find anything mentioned about the pay version, but somehow your fucking warped logic still manages to deduce that the pay version still exists and is better than the free one.

As Zazazu says, get it for a month if you really believe it's better, then come and tell us what you think of the improved pay version.

Edited to fix grammatical abomination


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: immortelleMuse on 2010 February 03, 03:55:57
Are there large differences (if any) between freeloader AM and PAY PLUS AM? I've seen it mentioned that there were differences.

I'd consider switching to PAY PLUS but 40 bucks a month hurts the pocketbook and I'd like to know what I'm getting.
For serious?
OMFG, this is the most hilarious thing EVER.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 February 03, 11:33:18
Code:
Strange, I've read the FAQ half a dozen times and it mentions nothing about the pay version of Awesomemod.

To me, this either means there are lots of juicy bits in PAY PLUS Pesc does not want the world to know about, or the pay version doesn't exist. The first option is the most likely scenario.

Post a link to where this improved PAY PLUS version of AM that you speak of exists.

Try putting your brain into gear before you think and type.  What kind of a Moron are you?  You read the FAQ, you browse this site, which is the home of AM and it's creator, and are unable to find anything mentioned about the pay version, but somehow your fucking warped logic still manages to deduce that the pay version still exists and is better than the free one.

As Zazazu says, get it for a month if you really believe it's better, then come and tell us what you think of the improved pay version.

No no, WM, nuke that apostrophe (just leave the mailbox alone).

As for Zanzitard, I think he should stay the hell away from T$R, they'll take him to the cleaners and back and then to the cleaners AGAIN. Zanzibar-flavoured retard, I'm a happy subscriber here with a paid-up subscription, and I don't see how anyone can live without it, but that's just me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 03, 12:05:34
No no, WM, nuke that apostrophe (just leave the mailbox alone).

I knew that nuke option would come in handy one day for something other than blowing up useless sims and objects.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 February 03, 13:57:18
Post a link to where this improved PAY PLUS version of AM that you speak of exists.

I can't post a link, because I wasn't aware of it's existence, or lack of. However, I can post a link (http://www.moreawesomethanyou.com/smf/index.php/topic,17690.msg519007.html#msg519007) where it is mentioned, thus piquing my curiosity.


Did you pay the subscription fee? The free version is crappy, the pay version of Awesome Mod is much better.

I imagine this user was speaking facetiously?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 03, 20:21:12
Post a link to where this improved PAY PLUS version of AM that you speak of exists.

I can't post a link, because I wasn't aware of it's existence, or lack of. However, I can post a link (http://www.moreawesomethanyou.com/smf/index.php/topic,17690.msg519007.html#msg519007) where it is mentioned, thus piquing my curiosity.


Did you pay the subscription fee? The free version is crappy, the pay version of Awesome Mod is much better.

I imagine this user was speaking facetiously?

*Silent Dreamer walks away laughing her ass off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Elektro Guy on 2010 February 03, 20:50:47
Post a link to where this improved PAY PLUS version of AM that you speak of exists.

I can't post a link, because I wasn't aware of it's existence, or lack of. However, I can post a link (http://www.moreawesomethanyou.com/smf/index.php/topic,17690.msg519007.html#msg519007) where it is mentioned, thus piquing my curiosity.


Did you pay the subscription fee? The free version is crappy, the pay version of Awesome Mod is much better.

I imagine this user was speaking facetiously?

Well, if you go to http://www.moreawesomethanyou.com (http://www.moreawesomethanyou.com) you'll see an area you can click on that vaguely explains 'whatever' for the $39.95 subscription fee.  There's even a sale going on right now!  Awesome!!  But that might be for new customers...who knows...

Without more details on whatever it is I'm buying (an improved AwesomeMod?; the one and only Awesome V.I.P. area?; who really knows?), I'll be fine with the free version of AwesomeMod, and I'm more likely to make a donation for it since the mod really does improve Sims 3, even though I have some homeless people running around, and I can't seem to get Unified Depreciation enabled in-game (but it's enabled in the optional configuration pack...weird).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2010 February 04, 01:12:06
I love the subscription version.  It's cool to be able to come up with any interaction I want with any properties I want and have the subscription version incorporate it into the game.  I love my "Bow in Worship of [my real name]" interaction. ;)

Actually, I'll give you a little hint if you want to figure out what's really going on:

See the "Attention KMart Shoppers" box in the upper right corner of the screen.  See if there's anything in there that suggests whether or not this site would be run for profit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: zanzertem on 2010 February 04, 01:48:02
My thanks to those that answered my question, albeit in a very roundabout way. I hope I have brought you MOAR LULZ. This is a lesson to not take things so literally.

I will resume my status of LURK MOAR and on the sad day I return I hope to be less retarded.

Feel free to continue to mock me and serve Him MOAR LULZ.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lightnings-Shadow on 2010 February 04, 14:39:04
I've got a problem with AM.
First off, I use a Mac OS X and have not bought World Adventures yet. I Just now downloaded and 'installed' Framework and AM following coconnor's instructions (placed AM in the Mods>Packages folder and Resources.cfg in the Sims 3 directory). When I first tried the game, it loaded fine but gave me a pop up saying something along the lines of, "We can't verify that you're using a valid Sims 3 CD. Contact Customer Support." Then it quit the game. So, I removed FW and AM from the folder and tried loading the game again. Loaded fine. I then quit out and put FW and AM back in the S3 directory to see if the problem was lingering or a one-time thing. Interestingly enough the game loaded fine and I didn't get the Customer Support pop up. So I started playing, opened up the cheat console, and typed 'showconfig'. I got an 'unknown command' message.

What should I do about this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RayeNation on 2010 February 04, 16:27:39
I've got a problem with AM.
First off, I use a Mac OS X and have not bought World Adventures yet. I Just now downloaded and 'installed' Framework and AM following coconnor's instructions (placed AM in the Mods>Packages folder and Resources.cfg in the Sims 3 directory). When I first tried the game, it loaded fine but gave me a pop up saying something along the lines of, "We can't verify that you're using a valid Sims 3 CD. Contact Customer Support." Then it quit the game. So, I removed FW and AM from the folder and tried loading the game again. Loaded fine. I then quit out and put FW and AM back in the S3 directory to see if the problem was lingering or a one-time thing. Interestingly enough the game loaded fine and I didn't get the Customer Support pop up. So I started playing, opened up the cheat console, and typed 'showconfig'. I got an 'unknown command' message.

What should I do about this?

Try downloading a fresh AM and reload it in your game. I run Mac OS too, I'm still troubleshooting my game because i can't seem to get it to work. Also...uhm, try taking out any cc and just leave AM. I find it to work that way when I do it, that way when you put back your cc you know it can't be AM and it must be something else you're doing.. Hope I helped..If not...*shrug*

Edit: And the "We can't verify that blah blahzy blah" message i think has to do with you running the game for the first time and either not registering it or SecuROM being a retard...just a guess, I could be wrong though  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anonym on 2010 February 04, 20:49:51
My thanks to those that answered my question, albeit in a very roundabout way. I hope I have brought you MOAR LULZ. This is a lesson to not take things so literally.

I will resume my status of LURK MOAR and on the sad day I return I hope to be less retarded.

Feel free to continue to mock me and serve Him MOAR LULZ.

I just have one comment then I'll drop this, a comment about something much more obvious than the roundabout way I suggested you find your answer, the point I'd have made if I had wanted to answer your question directly rather than give a roundabout hint:

What sense would it make to have a secret subscription version of AM, regardless of anyone's feeling about pay sites?  A subscription version, if enough improved, would make some sense if Pescado were in favor of pay sites.  A secret version...perhaps, if Pescado wanted to give extra features to people he really likes.  It would be a lot of work to keep both versions going; but while highly unlikely, it's not unthinkable.

But if there were a subscription version, it would be done for profit (or at least for income).  So why wouldn't he want as many people as possible to know about it, so as to maximize income?  Would T$R keep the fact that subscribers can get extra pay content secret?  Isn't it in their best interest to advertise that?  Now, T$R's spyware and the like is what's secret.  But I think you'd find that any site that offered a paid version of content wouldn't have it "secret."

That was the lulzy part to me.  Having a "secret subscription version" is something that no one would ever do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 04, 22:12:37
It might be secret if it was illegal.  Maybe he's offering content that is inappropriate, like something where you could eat your babies - that would be sick.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RayeNation on 2010 February 04, 22:59:44
It might be secret if it was illegal.  Maybe he's offering content that is inappropriate, like something where you could eat your babies - that would be sick.


BAhahahaha!!!  :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lightnings-Shadow on 2010 February 05, 16:14:09
I've got a problem with AM.
First off, I use a Mac OS X and have not bought World Adventures yet. I Just now downloaded and 'installed' Framework and AM following coconnor's instructions (placed AM in the Mods>Packages folder and Resources.cfg in the Sims 3 directory). When I first tried the game, it loaded fine but gave me a pop up saying something along the lines of, "We can't verify that you're using a valid Sims 3 CD. Contact Customer Support." Then it quit the game. So, I removed FW and AM from the folder and tried loading the game again. Loaded fine. I then quit out and put FW and AM back in the S3 directory to see if the problem was lingering or a one-time thing. Interestingly enough the game loaded fine and I didn't get the Customer Support pop up. So I started playing, opened up the cheat console, and typed 'showconfig'. I got an 'unknown command' message.

What should I do about this?

Try downloading a fresh AM and reload it in your game. I run Mac OS too, I'm still troubleshooting my game because i can't seem to get it to work. Also...uhm, try taking out any cc and just leave AM. I find it to work that way when I do it, that way when you put back your cc you know it can't be AM and it must be something else you're doing.. Hope I helped..If not...*shrug*

Edit: And the "We can't verify that blah blahzy blah" message i think has to do with you running the game for the first time and either not registering it or SecuROM being a retard...just a guess, I could be wrong though  ???

Thanks. I'm gonna try that now...

Took out FW and AM (slipped my mind that you only said AM - my bad) and opened the game launcher. The Welcome tab is showing this "HTTP Status 500" error page; an 'Exception Report' with the given description being, "The server encountered an internal error () that prevented it from fulfilling this request." This remained even I put FW back, and when I deleted AM. I took FW out again and tried loading the game despite the strange Welcome-tab error page. Loaded fine, seemed to play fine. Same when I put FW back. (I know; I do too much. ;D) Re-downloaded AM, and placed it in Mods>Packages folder. Game loaded fine again (error message still on the Welcome tab!) but 'showconfig' still said 'Unknown Command'. *headdesk*
I don't think Custom Content's an issue here. I downloaded FW and AM at the same time; everything that could be considered CC was downloaded straight form the Sims 3 website with the free points. And as for "running the game for the first time", I've been playing TS3 for a couple months now. But that message hasn't showed up again yet, so... meh.

Hmm... looking back at the install instructions on the Manual page...
Place in TS3/Mods/Packages. Requires Hack Framework.
Install optional configuration package.
Delete the file MYDOCU~1/ELECTR~1/THESIM~1/scriptcache.package.

... yeah. *skullcrack* Someone's pointing at this and laughing at me right now. Shamelessly.  :-[ Okay, NOW let me try it...

Loads fine, same ol' same ol'... aaaand, 'Unknown Command' again. :'(

Any other ideas?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ChilltownNJ on 2010 February 05, 18:01:44
It might be secret if it was illegal.  Maybe he's offering content that is inappropriate, like something where you could eat your babies - that would be sick.

Sick isn't the word for it!  Why would you want to eat your own babies?  It would be a better mod if it would allow other people to "EAT" your babies.   ;) 

Om Nom Nom Nom!
http://www.moreawesomethanyou.com/smf/index.php/topic,18005.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,18005.0.html)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 February 05, 18:30:27
The nice thing about the pay version is it has no bugs... and never has had any bugs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RayeNation on 2010 February 05, 21:12:22
The pay version is  CLEARLY sooo much better..you can make your simmies FLY O_O!! and they can go to the moon..and...and and and you can even have like..a like ginormous block party and watch like 1000+ simmies dancing the smustle...Viva AM Pay!!

*Silently walks away


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2010 February 05, 21:18:28
The pay version is  CLEARLY sooo much better..you can make your simmies FLY O_O!! and they can go to the moon..and...and and and you can even have like..a like ginormous block party and watch like 1000+ simmies dancing the smustle...Viva AM Pay!!

*Silently walks away

STAY SILENT AND KEEP WALKING.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 February 05, 21:21:15
The pay version is  CLEARLY sooo much better..you can make your simmies FLY O_O!! and they can go to the moon..and...and and and you can even have like..a like ginormous block party and watch like 1000+ simmies dancing the smustle...Viva AM Pay!!

*Silently walks away

Good, take your tardly tripe with you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lightnings-Shadow on 2010 February 05, 22:29:18
The pay version is  CLEARLY sooo much better..you can make your simmies FLY O_O!! and they can go to the moon..and...and and and you can even have like..a like ginormous block party and watch like 1000+ simmies dancing the smustle...Viva AM Pay!!

*Silently walks away

Haha! Seriously! But you can't forget the Jedi powers. Or the Shoop Da Woop toggle. XD


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: immortelleMuse on 2010 February 06, 00:02:16
The pay version is  CLEARLY sooo much better..you can make your simmies FLY O_O!! and they can go to the moon..and...and and and you can even have like..a like ginormous block party and watch like 1000+ simmies dancing the smustle...Viva AM Pay!!

*Silently walks away

Haha! Seriously! But you can't forget the Jedi powers. Or the Shoop Da Woop toggle. XD


Someone delete this shit or move it to Retardo land?
Poking fun is only open for those who are MORE awesome. Not for those who are more retarded than the retard who is being poked at.

Edit: Verb-tense fail.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FireDrake on 2010 February 06, 02:32:45
Dear Lord I'm so glad you guys were just joking about all this PayMod jazz, I seriously thought it was going pay haha!  :D Someone please slap a "guillible" tag on me somewhere lol... :X
Although, special jedi-ninja powers for my sims wouldn't be a bad idea... o_O


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mastra on 2010 February 06, 06:15:03
One thing that annoys me is the male townies never seem to give themselves a beard/razor stubble. Is this something that can be remedied with awesomemod to add a bit of variety?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Roobs on 2010 February 06, 11:22:07
How about elders losing their facial hair. What's up with that?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ooglafina on 2010 February 06, 18:25:35
I always assumed that pay page would break your game for being so stupid to think that it was real pay content, so I ran in terror.
It might be secret if it was illegal.  Maybe he's offering content that is inappropriate, like something where you could eat your babies - that would be sick.

My sims ate their babies all the time in Sims 2. It was a good free source of food. If I was gunning for a girl and they had 6 boys in row they would actually get fat. Can't remember if I've posted here or not, but I suspect not. So feel free to abuse me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mentally Slow on 2010 February 08, 14:06:55
To J.M.

I have very recently noticed this revision note :

http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg518610.html#msg518610 (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.msg518610.html#msg518610)

and was particularly interested by this sentence:

Enabled non-standard pollination ONLY if valid outfits available & at science lab: May require third-party pollinators to perform pollination.

So I sent my (married) simsladies to the science lab. There, in the test room, they could only kiss or woohoo. So AwesomeMod WILL require another mod to work fine.

Which brings my question: what pollinator-mod do you recommend? And where can we find it?
The peasantry here, at MATY, never did such thing. Same for Twallan, of NRAAS Industries. The only mod I could find is the one from MTS2, but it is no longer supported, and does not work with the latest versions of the game.

Thanks in advance :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2010 February 08, 20:12:49
Does the latest version of AwesomeMod work with the latest patch version 2.4.7?  I have been holding off patching my game but cannot find any info on it.

ETA: I should have searched with just 2.4 and I would have found my answer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2010 February 09, 23:14:01
Okay, so AwesomeMod has a new updated version and I let the Launcher update my game.  But my game is now version 1.1/2.5.  This is getting absurd.  Should I yank AwesomeMod or continue with my fingers crossed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 09, 23:24:02
Don't double post. There is a modify button for a reason. Learn to use it.

Also, the new versions are 1.10/2.5/3.1. It isn't really absurd since apparently the new stuff that came with HELS had some stupid bugs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 10, 02:08:59
Okay, my problem is, I made a world in CAW, and I gave all the lots in my 'rich' subdivision a 75 for beautiful vista.  In playing the game however, I realized what a mistake this was.  Now I am looking for a way to either remove the beautiful vista moodlet entirely, or reduce it to a smaller value on each individual lot.  Does awesomemod have any functionality like this yet?  If not, I would like to request it. 

Also, I would like to know how to change the address of a lot using Ctrl-click or whatever - if that's possible.  If not, I request that too!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ladycoelura on 2010 February 10, 03:52:35
I have a question. I am just getting back to playing WA with Windows 7 (I haven't played since late Nov. or December sometime). I don't have the stuff pack yet and not sure when I will be getting it. And the dumb launcher forced me to update to the 2.5.12 patch. My question is am I going to be able to run my game with AM or is it not going to work now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SimDebster on 2010 February 10, 03:57:15
Don't double post. There is a modify button for a reason. Learn to use it.

Also, the new versions are 1.10/2.5/3.1. It isn't really absurd since apparently the new stuff that came with HELS had some stupid bugs.

Look Silent Dreamer, first, I have been a member of this site since 2005, so I am not a Newbie as you are, so shut the fuck up.  Second, I did not double post, they really are two different topics, so kiss my ass on that one.  Third, it is absurd the way that EA seems to update one ahead of Awesome over and over.  Now, go back to your stupid Newbie position and Lurk MOAR!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 10, 04:07:56
Don't double post. There is a modify button for a reason. Learn to use it.

Also, the new versions are 1.10/2.5/3.1. It isn't really absurd since apparently the new stuff that came with HELS had some stupid bugs.

Look Silent Dreamer, first, I have been a member of this site since 2005, so I am not a Newbie as you are, so shut the fuck up.  Second, I did not double post, they really are two different topics, so kiss my ass on that one.  Third, it is absurd the way that EA seems to update one ahead of Awesome over and over.  Now, go back to your stupid Newbie position and Lurk MOAR!

While I stand corrected in the double post point, I find it hilarious you're telling me to lurk moar when you, twice in a row, have proven you don't lurk enough. Joining in 2005 doesn't make it any more asinine to ask questions you, yourself can answer with some simple T&E. Join date and n00bishness do not work linearly. I admit, I'm still new enough, however I don't think your artificial pedestal is very stable. Pot meeting kettle and all that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 10, 07:04:51
I've noticed fish keep disappearing from the new HELS aquarium, sometimes within less than one Sim day.  Is that a Hand of God thing, or is the aquarium broken?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 February 10, 07:09:39
Okay, my problem is, I made a world in CAW, and I gave all the lots in my 'rich' subdivision a 75 for beautiful vista.  In playing the game however, I realized what a mistake this was.  Now I am looking for a way to either remove the beautiful vista moodlet entirely, or reduce it to a smaller value on each individual lot.  Does awesomemod have any functionality like this yet?  If not, I would like to request it. 

Also, I would like to know how to change the address of a lot using Ctrl-click or whatever - if that's possible.  If not, I request that too!

Have you tried editing each lot by selecting it? I'm new to CAW but I noticed you can (apparently) edit the values by selecting the lot. The info comes up in the middle-left column, if that makes sense. Anyway, I changed the beautiful vista value in one lot that way, although I'm nowhere near testing anything out so I might be wrong about that actually working.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 10, 18:06:28
Yes, but I already exported the world and started playing it.  I'm looking for a way to edit in-game, so I don't have to rebuild all the buildings and reload the families.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 February 10, 19:20:41
Okay, my problem is, I made a world in CAW, and I gave all the lots in my 'rich' subdivision a 75 for beautiful vista.  In playing the game however, I realized what a mistake this was.  Now I am looking for a way to either remove the beautiful vista moodlet entirely, or reduce it to a smaller value on each individual lot.  Does awesomemod have any functionality like this yet?  If not, I would like to request it.  

Also, I would like to know how to change the address of a lot using Ctrl-click or whatever - if that's possible.  If not, I request that too!

If you bulldoze the lot the Vista goes away completely.  If you want to keep the house, you can package it first and re-lay it after bulldozing.  There is a mod that allows you to alter your vista BF's.  Find it here…
http://www.modthesims.info/download.php?t=366436

You can change the address by selecting ‘edit details' in buy/build mode.  Edit town mode, rather.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mosquito on 2010 February 11, 12:02:50
Is there a d/l link for a 2.3 version of AM (for those who still don`t feel that comfortable updating)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 11, 12:07:10
No, because it no longer exists. Suck it up. Patching isn't that painful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saraswati on 2010 February 11, 19:58:00
Is there a way to ensure that the NPC's don't get allocated specific items, and if not is there a way to fix it? One of the maids in my 'hood has the stupid Santa hats and I'm not sure how to get rid of it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ChilltownNJ on 2010 February 11, 20:22:26
Yup, the nudist colony mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DarkAssassin on 2010 February 11, 20:29:18
Where's the link to the 2.5 version of awesomemod? The awesomemod thread says that it has been updated to 2.5, but the link only contains the 1.9, 2.4, and 3.0 version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ChilltownNJ on 2010 February 11, 20:39:48
Ummm, right here? (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html)  Would you like me to walk you across the internet superhighway also?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DarkAssassin on 2010 February 11, 20:53:44
Ummm, right here? (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html)  Would you like me to walk you across the internet superhighway also?


Thank you for showing me the link to the 2.4 version, but I asked for the 2.5 version. The thread clearly states that AM has been updated to the 2.5 version, but here is what I saw.
OFFICIAL 1.10/2.5/3.1 UPDATE
Updated for latest patch.
Fixed issue with sims spawning with an everyday uniform in every category.

So, where is the update? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 February 11, 21:20:38
The wording didn't get changed in the first post, but it is indeed the updated mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DarkAssassin on 2010 February 12, 00:17:06
The wording didn't get changed in the first post, but it is indeed the updated mod.

Ok, thanks for clearing up the confusion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ChilltownNJ on 2010 February 12, 00:59:13
When in doubt, download the awesome.zip file from the main page, and then read the rtmf.txt file included in the .zip file, it shows what updates it is currently compatible with, and also contains a detailed list of bugfixes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 February 12, 01:24:31
Is there a way to ensure that the NPC's don't get allocated specific items, and if not is there a way to fix it? One of the maids in my 'hood has the stupid Santa hats and I'm not sure how to get rid of it.

If you have AM installed you should be able to type the cheat, "mirror [sim first and last name]" and then have the ability to change the maid's hair and makeup. I've done it before, although it was a while ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saraswati on 2010 February 12, 09:02:39
Is there a way to ensure that the NPC's don't get allocated specific items, and if not is there a way to fix it? One of the maids in my 'hood has the stupid Santa hats and I'm not sure how to get rid of it.

If you have AM installed you should be able to type the cheat, "mirror [sim first and last name]" and then have the ability to change the maid's hair and makeup. I've done it before, although it was a while ago.

Ah thank you so much, that tip will be extremely useful. The Santa hat is definitely not the only stupid NPC hairstyle I've seen, it's just the stupidest.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bowrain on 2010 February 15, 09:20:02
How do you specify what type of fish you want to fish for with Supreme Commander?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 15, 09:37:14
Once Supreme Commander is active, CRTL-Click again to pop the Fish Chooser.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bowrain on 2010 February 15, 09:51:06
Once Supreme Commander is active, CRTL-Click again to pop the Fish Chooser.
Ah thanks. Been trying to figure it out since yesterday :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 February 15, 22:41:09
I just noticed that having censorship turned off leaves it on for using the toilet. Is that supposed to happen? I dont mind that they'd have their pants on, I just hate that dumb censor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 15, 22:58:19
I just noticed that having censorship turned off leaves it on for using the toilet. Is that supposed to happen? I don't mind that they'd have their pants on, I just hate that dumb censor.

Yes, Claertard.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 16, 00:06:00
Question: My game crashes once the opening cinematic ends. Does anybody know why?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 16, 02:28:17
Question: My game crashes once the opening cinematic ends. Does anybody know why?

The awesome ones will need more details: Do you have WA or HELS; do you have the latest patches; etc.  It would also be a good idea to search the threads here and in "The Horror, The Horror."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 16, 02:49:51
Well I don't have WA or HELS and i just realized I didn't have the patches after I wrote that, but I can't find a worldwide 1.7.9 patch >_>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 16, 02:53:44
Well I don't have WA or HELS and i just realized I didn't have the patches after I wrote that, but I can't find a worldwide 1.7.9 patch >_>

If you want to use AwesomeMod, you'll need the newest patch: 1.10.6.  You can find it for various regions at Mod the Sims.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 16, 03:06:12
Ah, I see. Thanks! :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 February 16, 03:07:25
How is it stupid to ask if turning off the censor is meant to leave the censor on sometimes? You need to pull the stick out of your ass. I dunno what I did to you, but get over it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 16, 03:30:54
How is it stupid to ask if turning off the censor is meant to leave the censor on sometimes? You need to pull the stick out of your ass. I dunno what I did to you, but get over it.

You ask stupid questions that are asked and answered five hundred million times.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 16, 04:22:50
Ah, I see. Thanks! :D

No problem. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 February 16, 04:31:52
There is one single post in this forum about the censor existing during using the toilet. It is from months ago. For all I know, it was an error, and this person was wrong about it, and it was later fixed. Therefore, I asked.

I searched, I found, I didn't trust, I asked. Get the fuck over it. A question answered once is not a question asked 500 times.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 February 16, 04:42:21
There is one single post in this forum about the censor existing during using the toilet. It is from months ago. For all I know, it was an error, and this person was wrong about it, and it was later fixed. Therefore, I asked.

I searched, I found, I didn't trust, I asked. Get the fuck over it. A question answered once is not a question asked 500 times.

Yes, because this single topic (http://www.moreawesomethanyou.com/smf/index.php/topic,17383.msg503415.html#msg503415) exists in (http://www.moreawesomethanyou.com/smf/index.php/topic,18060.msg521719.html#msg521719) multiple places (http://www.moreawesomethanyou.com/smf/index.php/topic,17330.msg502260.html#msg502260). Where Pescado explains it even!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JustAnotherGinger on 2010 February 16, 04:46:32
I'm very pleased that my sims get the soaked moodlet from "shower in a can" but not so pleased that they get it from taking a bath. I suppose a -5 moodlet really is not a big deal at all, but it becomes an annoyance when puddles pop up everywhere and another negative moodlet appears for the messy surroundings. I'm quite sure that having my sim take a shower instead circumvents the soaked moodlet but then the rubber ducky and tranquil moodlets can't be accquired.

Is there an option to turn this off that I missed?
Or should I do more poking around and check that I'm not just being a tarded n00b?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 16, 06:04:03
I'm not sure why your sims would get a soaked moodlet from taking a bath, unless they're insane and trying to take a bath in their clothes or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JustAnotherGinger on 2010 February 16, 06:25:15
My apologies, it seems to have been a random fluke.

I noticed that it was happening to my mummy, in which case I suppose it would make sense for her to be soaked due to her unremovable bandages.

Anyway, it seems to be working with my normal sims fine now. Sorry I can't repay you for your lost time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 February 16, 07:33:32
I noticed that it was happening to my mummy, in which case I suppose it would make sense for her to be soaked due to her unremovable bandages.


This happens to my Mummy too.  No big deal, just have the slaves mop up the puddles.

PS. If you go to the Day Spa for treatments, you can get clean without the soaking. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 16, 22:28:06
Okay, I started using AwesomeMod recently, and for some reason, some music would play, even when I mute my sims 3 and turn off my radios, but goes away when I alt-tab out of the sims. Does anyone know why this happens?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 16, 22:45:40
Okay, I started using AwesomeMod recently, and for some reason, some music would play, even when I mute my sims 3 and turn off my radios, but goes away when I alt-tab out of the sims. Does anyone know why this happens?

I'm not sure what you mean.  When does the music play? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 17, 00:00:28
Well, it plays at random times to be honest. I thought at first it had to do with my radio because it played, but then stopped after a while. But then later when i finished upgrading my speakers it started again. I'm not entirely sure it has to do with awesomemod, but i think it might


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2010 February 17, 01:43:02
I doubt very much it has anything to do with AM, unless it's conflicting with something.  Do you have any other mods?  And are you talking about your Sim's radio and speakers, or yours?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: catshirlann on 2010 February 19, 00:19:36
On the Awesomemod Configuration, There is an option to enable "leave Tmog product". I've searched and can't find the answer to my question. What is a tmog product? What and where is this transmogrification machine? Thanks for any help to end my puzzlement.

Edit: I am so happy that I finally found the answer to my question.

http://www.moreawesomethanyou.com/smf/index.php/topic,17911.0.html


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dragon Slave on 2010 February 19, 01:56:46
My Awesome Mod has expired (  ??? ). Where can I get the WA 2.2.8 version?

Um, remember where you got it from last time?  Try there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 19, 02:08:22
My Awesome Mod has expired (  ??? ). Where can I get the WA 2.2.8 version?

It doesn't exist.  The WA 2.2.8 version hasn't been in existence for a while now, so your shit out of luck.

You could update your game and use the 2.5 version, that is currently available.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Dragon Slave on 2010 February 19, 05:33:53
I don't know which version is current, my game isn't up to date.  Rule of thumb is to get the new version when it comes out to keep playing, which is why I said go to that thread.  There isn't an archive, Pescado only supports the most current version.  And yes, " my awesomemod expired wat do i do now ??? :'( ??? :'("  still gets asked all the time despite the common sense answer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kasmira on 2010 February 19, 09:44:42
I know this subject was talked about but was left when everyone went off to poke at some lulz...  I wanted to talk about my experience with the freezing bug.  

When this occurs, it's usually when a sim exits one room and enters another and time does not always stop.  I have had a sim be late for work because it took him an hour to get around the corner and out to the carpool.  I seem to only play Riverview, if that matters.  I wish I could be more help in tracking down whatever this is because it can be a real pain.  It might be funny if they didn't waste so much time...  Kind of like only having an hour before you have to leave and not being able to flush the stupid toilet...  Sims...  Sheesh.

I had come mainly to lurk and find out if AM was compatible with HELS, woot, it is...  But would really love to see this bug squishified.  

I will save my 'hood when it happens next and post it if it'll help.  :)  Perhaps the pay version will freeze less.  :)

(Random funny...  When I first started here I really thought this was a pay site and was amazed when I was able to 'hack' into it and create my account for free by following a link posted on another site.  Woo for noobs...  lulz!)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 February 19, 10:36:10
(Random funny...  When I first started here I really thought this was a pay site and was amazed when I was able to 'hack' into it and create my account for free by following a link posted on another site.  Woo for noobs...  lulz!)

Umm, this is a pay site, if you haven't been paying your subscriptions you can expect a bill in the mail shortly. How far are you in arrears?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spaceface on 2010 February 19, 10:41:34
How can people be so blatant about not paying their subscriptions? And think that it is somehow FUNNY?  >:( ???

This is the best site on the internet, and worth every penny.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2010 February 19, 11:11:29
It's worth twice what I pay for it. Damned good value for money IMHO.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Willee on 2010 February 19, 12:48:34
2 questions:

I had a perfectly good, working version of awesomemod which I was required to update as I was told this version had expired.  Why is it necessary to put an expiry date on a version?   There appears to be a compatibility problem as I have taken out everything from my mods folder except the latest awesomemod and config file and my game is still not loading.

I have patched up to 2.3.33.  What further patches do I need to get AM working?

Thanks for any help.

 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spaceface on 2010 February 19, 13:29:16
You need ALL the patches, you also need to get the new versions of AM as they are provided. Read JMP's thread and his manual, its all in there.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 19, 13:58:46
I have patched up to 2.3.33.  What further patches do I need to get AM working?

Can't you read?  Have a look at the line above the download links, and see if you can work out what version of the game you need to have.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 February 19, 16:17:45
2 questions:

I had a perfectly good, working version of awesomemod which I was required to update as I was told this version had expired.  Why is it necessary to put an expiry date on a version?   There appears to be a compatibility problem as I have taken out everything from my mods folder except the latest awesomemod and config file and my game is still not loading.

I have patched up to 2.3.33.  What further patches do I need to get AM working?

Thanks for any help.

WAIT, AWESOMEMOD EXPIRES? AND YOU MUST PATCH? WHAT IS THIS?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 20, 00:16:16
2 questions:

I had a perfectly good, working version of awesomemod which I was required to update as I was told this version had expired.  Why is it necessary to put an expiry date on a version?   There appears to be a compatibility problem as I have taken out everything from my mods folder except the latest awesomemod and config file and my game is still not loading.

I have patched up to 2.3.33.  What further patches do I need to get AM working?

Thanks for any help.

WAIT, AWESOMEMOD EXPIRES? AND YOU MUST PATCH? WHAT IS THIS?

They obviously don't have the pay version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kiwitoast on 2010 February 20, 02:47:29
After I've played with awesomemod for about a week now it's started lagging, like sort of skipping. Does anyone know why/how to remedy this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 20, 05:14:30
Cannot reproduce. I've used AwesomeMod since the earliest versions, not encountered anything like this before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 20, 08:52:04
After I've played with awesomemod for about a week now it's started lagging, like sort of skipping. Does anyone know why/how to remedy this?

Possibly something in the neighbourhood becoming corrupted.  My recent saved game suddenly started lagging/skipping when increasing the speed to 3 or 4 times.  It hasn't done this for the longest time, and over several games.  However, if I go into a new game, everything is fine, and as it should be.  Therefore I suspect something in the saved game may have become corrupted, thus causing the problem.  It may also be attributable to some bad CC/mods/hacks you are using.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Willee on 2010 February 20, 12:04:28
Quote
They obviously don't have the pay version.

Sorry, am I missing something?  Is there a version of awesomemod that I can pay for which doesn't expire? If so I would gladly give the bucks as this is a really painful process, especially as I was quite happy with the version I had.

Quote
Can't you read?  Have a look at the line above the download links, and see if you can work out what version of the game you need to have.

Yes, I can read.  I see 1.10/2.5/3.10.  I am assuming I am patched to 2.3.33 currently but need to be patched to 2.5 and then 3.1?  Is that assumption correct.  Can I download these patches from the launcher?

Quote
You need ALL the patches, you also need to get the new versions of AM as they are provided. Read JMP's thread and his manual, its all in there.

Thank you, but why do I need to get them as they are provided or is it all in the manual?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spaceface on 2010 February 20, 16:59:04
You are missing something: JMP is awesome and we are SO LUCKY that he keeps fixing things that go wrong in the game. AM needs to be updated because each version fixes more stuff. He also only makes AM compatible with the latest version of the game. He makes it available to us free of charge. Now STOP WHINING or go complain to EA about all the problems in their game.

You can get all the patches when you use a legal game via the launcher, I don't know where else you can get them from.

AND STOP ASKING WHY YOU ARE NOT A 0.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyrobon on 2010 February 20, 18:29:40
Question.
I'm not sure if this is related to AwesomeMod, but this didn't happen to me before.
I have a MacBook Pro, with decent specs. I've played The Sims 3 before without any problems. Lately though, no matter the configuration, the games runs perfectly but like every 3-4 minutes, it's slows down for 30 secs. A slow down similar to when a PC cannot meet the requirements. Then, it returns to it's normal state.
This makes the game almost unplayable, it's very annoying.
Maybe it's kind of obvious, but should i try taking awesomemod out?  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ChilltownNJ on 2010 February 21, 03:28:04
Pyrobon, you have barely given us any information to go on as far as what your problem could be.  "Decent specs" doesn't mean doodily squat if we don't know the actual information.  We have no clue whether it's the BG or an EP.  We have no clue whether your good experience was prior to any EP or update.  We Have Nothing!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyrobon on 2010 February 21, 05:03:59
Sorry about that.
I believe problems began after i installed the EP. I had several months without playing The Sims. As soon as i got the EP, and i installed it, i downloaded AwesomeMod and installed it too.
Specs:
Intel core 2 Duo 2.4 Ghz
2Gb ram
Geforce 8600M Gt 256 mb


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 21, 10:19:22
Yes, I can read.  I see 1.10/2.5/3.10.  I am assuming I am patched to 2.3.33 currently but need to be patched to 2.5 and then 3.1?  Is that assumption correct.  Can I download these patches from the launcher?

1.10 is the Base Game version, 2.5 is the WA version and 3.1 is the HELS version.  The current versions that is, until the next EAxis patch comes out.

Sorry about that.
I believe problems began after i installed the EP. I had several months without playing The Sims. As soon as i got the EP, and i installed it, i downloaded AwesomeMod and installed it too.
Specs:
Intel core 2 Duo 2.4 Ghz
2Gb ram
Geforce 8600M Gt 256 mb

Those specs are close to borderline, definitely NOT what could be described as decent specs for the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spaceface on 2010 February 21, 10:31:14
Sounds like your computer can handle the base game but not the base game plus EP.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Willee on 2010 February 21, 13:45:17
Quote
1.10 is the Base Game version, 2.5 is the WA version and 3.1 is the HELS version.  The current versions that is, until the next EAxis patch comes out.

Thank you Wizard Merlin for your civil answer.  According to the launcher, my game is currently 2.5.12 so I am patched to WA which is all I have got.  I am not really understanding this incompatibility story as I don't have HELS.  I think my launcher is borked as it will not display anything except the Update page.   

Is there any way around this other than to reinstall both Base and WA and patch.  I know that launcher is a dirty word around here, so can anyone suggest what the sequence of patches is if I am to patch manually.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 21, 14:01:31
If you're getting an incompatible warning, you need to also patch your base game, which the WA Launcher will not do. You can try launching the base game launcher, maybe that will do the job. Or just patch manually. The Launcher sucks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 21, 14:58:03
Is there any way around this other than to reinstall both Base and WA and patch.  I know that launcher is a dirty word around here, so can anyone suggest what the sequence of patches is if I am to patch manually.

Download the dashboard from here http://www.modthesims.info/download.php?t=387006 Just extract and then run the dashboard, it will show you your current game version numbers, corrupt CC (which it can try and fix) and possible conflicting mods.

You can download the patches from here http://www.modthesims.info/download.php?t=387006  I would recommend downloading them all and keeping them for future use should you need to do a re-install for any reason.

It may be that the launcher didn't do the base game update like it should.  If that's the case, you should be able to apply the patches without having to reinstall everything.  I would recommend making a back-up of your saved games first, then try a fresh game after applying the patches first, and if everything is fine, try an old saved game if you want.  That way you'll know if the old saves are borked or not.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Spiderdom on 2010 February 21, 16:35:12
Ok, so ever since HELS came out I've been experiencing technical difficulties with my game and AM. When I reinstalled, I removed my downloads from My Computer>EA Games> The Sims 3> Mods> etc... to try and salvage them for the reinstall. The folder was safe on my desktop. After I reinstalled, none of the content, not even AM is properly installing.My downloads folder, complete with framework, is sorted exactly as Scenario 3 from ChilltownNJ's post about getting AM to work with HELS. No content is properly installing, and I've tried to move things around to no avail. Currently, my downloads are in the Mods folder in the TS3 folder under My Computer and the resource.cfg is in that same section. Only d3dx90_31.dll is in the HELS folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chain_Reaction on 2010 February 21, 23:57:10
Currently, my downloads are in the Mods folder in the TS3 folder under My Computer and the resource.cfg is in that same section. Only d3dx90_31.dll is in the HELS folder.

This is probably the problem. I put the framework in the most recent installed pack folder, not all over the place. When I install a new pack, I take everything from the previous one and drag it all over to the new one. It works for me. And by the dll being in the HELS folder, I hope you mean in the HELS/Game/Bin folder, otherwise that's another problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyrobon on 2010 February 22, 00:19:19
Those specs are close to borderline, definitely NOT what could be described as decent specs for the game.

Nevertheless,  i still think it's an odd problem. I believe that if it was simply a thing of my mac not handling it, it would express itself in some other way. It doesn't make any sense that even in the lowest configuration, it's the same behavior than in some of the highest configuration.

And if my mac can handle Bioshock 2, i believe than it should run to certain degree the sims 3 with ONE ep O_o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 22, 03:07:40
I'm trying to solve a mystery. I just started a game in my finished CAW neighbourhood, and my sims can't buy anything from the grocery store except fish and bath products.  I'm sure this worked for me a little while ago.  The only things I can think of that might be related are 1) I am using the WA registers in my hood (none of them sell anything either) and 2) I planted harvestables on the community lots.  Can anybody guess why this is happening?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 February 22, 04:24:19
I'm trying to solve a mystery. I just started a game in my finished CAW neighbourhood, and my sims can't buy anything from the grocery store except fish and bath products.  I'm sure this worked for me a little while ago.  The only things I can think of that might be related are 1) I am using the WA registers in my hood (none of them sell anything either) and 2) I planted harvestables on the community lots.  Can anybody guess why this is happening?

I heard a rumor that this can happen if you have certain seeds in your inventory. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 22, 05:36:33
Never mind - it turns out I had an outdated version of the "Cooking and Ingredients" mod from MTS.  Everything works now.  But on the other hand, how do you actually get the General Store and Nectar registers to sell their wares?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 February 22, 05:41:24
Is it possible to keep Awesomestory on, but to prevent some or all families from moving?  I like some of my families to keep their same house through the generations.  Plus, every time they move, they leave behind all their displayed jewels, which is kind of sad.  Those buggers take a while to collect!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Willee on 2010 February 22, 06:09:50
Thank you Pescado and Wizard Merlin.  Following your instructions, I am hoping to be up and running again.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 22, 10:53:33
Is it possible to keep Awesomestory on, but to prevent some or all families from moving?  I like some of my families to keep their same house through the generations.  Plus, every time they move, they leave behind all their displayed jewels, which is kind of sad.  Those buggers take a while to collect!

If you make the household sacred, story progression leaves them alone.  They still go to work, and do other activities, but they won't get married, move, or do any other activities that story progression applies.  

If you are simply concerned about them moving, and not worried about other activities, I believe if you rename the lot to include the family name, then the lot becomes an ancestral home, and they won't be moved out of it.  As an example, look at the lot names for the Goth, Landgrabb and Alto families, the lots are named after them.  I am sure someone will correct me, and beat me about the head with a big stick if I have it wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 February 22, 18:25:08

If you make the household sacred, story progression leaves them alone.  They still go to work, and do other activities, but they won't get married, move, or do any other activities that story progression applies. 

If you are simply concerned about them moving, and not worried about other activities, I believe if you rename the lot to include the family name, then the lot becomes an ancestral home, and they won't be moved out of it.  As an example, look at the lot names for the Goth, Landgrabb and Alto families, the lots are named after them.  I am sure someone will correct me, and beat me about the head with a big stick if I have it wrong.

Thank you for your reply, wizard_merlin!  Yes, I'm only concerned with the moving aspect.  I still want the rest of the story progression to apply.  I'm not sure about the naming the lot thing because my Goths and Landgraabs have all moved out of their homes autonomously.  I'll have to look into that again though.  Maybe if I move them back into their original homes and rename the lot somehow, it'll work.  I'll give it a try.

Thanks!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 23, 01:26:32
Thank you for your reply, wizard_merlin!  Yes, I'm only concerned with the moving aspect.  I still want the rest of the story progression to apply.  I'm not sure about the naming the lot thing because my Goths and Landgraabs have all moved out of their homes autonomously.  I'll have to look into that again though.  Maybe if I move them back into their original homes and rename the lot somehow, it'll work.  I'll give it a try.

Did the entire family move out, or just some members?  I know with the Goths in one of my games, Mortimer moved out with Bella when they got married, but Cornelia and Gunther already had another daughter who remained in the Manor, while in another game where Cornelia and Gunther didn't have other kids, Mortimer and Bella stayed in Goth Manor and had their own family there.  

I don't think the ancestral home concept keeps ALL family members on the lot, but should keep at least one to maintain the heritage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 23, 01:30:07
Somebody help me!  I just turned aging back on after a long time of doing it manually, and I need to adjust the amount of time the sim has left in the current life stage.  How is this done?  I looked through all the Ctrl-click, Shit-click, Alt-click, and Shift-Ctrl-click options, but there is nothing that would do what I want.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 February 23, 01:38:09
Somebody help me!  I just turned aging back on after a long time of doing it manually, and I need to adjust the amount of time the sim has left in the current life stage.  How is this done?  I looked through all the Ctrl-click, Shit-click, Alt-click, and Shift-Ctrl-click options, but there is nothing that would do what I want.

I don't know about the cheat codes used to alter life span, but I can tell you that eating raw life fruit drops that green bar a tad bit.  It has been a while.  I know it adds at least a day for every fruit, but I'm not sure what effect your choice of life span has to do with it.  It might be different for epic then it is for high.  Eating Ambrosia will bounce you back to the beginning of a life phase.

I don't play my game using cheat codes, if at all possible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 23, 05:58:19
Somebody help me!  

Why?

Quote
I just turned aging back on after a long time of doing it manually, and I need to adjust the amount of time the sim has left in the current life stage.  How is this done?  I looked through all the Ctrl-click, Shit-click, Alt-click, and Shift-Ctrl-click options, but there is nothing that would do what I want.

I'll try and shove you in the right direction to help yourself, and see what happens.

Turn on testing cheats, then turn on debug commands.  I say both because not sure which one contains the info.  After that, bring up the cheat box, you must know how to do that, if not look around.  Once the box is up try typing in "help", without the quotes, then read and hey presto, like magic, the answer will appear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 February 23, 23:06:58
I'm terribly sorry if this has been asked, but I did sift through this thread and didn't see anything related to my problem. If there is, however, I would greatly appreciate being linked to the answer. Anyway, I'm having problems installing AwesomeMod. I have of course followed the instructions for installing AwesomeMod and the Framework, but it doesn't seem to be working.

I have the base game, patched to 1.10, and with no expansion packs. I have noticed that Resource.cfg is in a lot of different directories, but every time I try to delete them the game stops working and I have to put them back. If someone could please help me, without being mean about it, that'd be wonderful. Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: airilina on 2010 February 23, 23:37:39
You obviously didn't install the framework and/or AM correctly.  Download the framework and go through the steps again and pay close attention to the instructions.  I'm certain that it doesn't say anything about deleting the resource.cfg files from the directories.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 February 23, 23:58:20
I've read and reread the instructions, I can't figure out where I'm going wrong. I put the Resource.cfg in my main directory. I put the d3dx9_31.dll file into the Bin folder. I have downloaded a new copy of AwesomeMod and used Delphy's Install Helper. Delphy's Monkey Bars say that my framework is installed correctly and that my game should accept basic custom content and core mods, but the game isn't recognizing anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 February 24, 04:19:09
I'm not understanding how school swapping works.

I'm building a new school with mini rabbit holes, and there's one for elementary and one for high.

But any sims I test it on can only choose "Start elementary school" on one. The other says "Go to School" but it is grayed out as "School is not in session"(even if it is) and it seems like non-user-controlled sims don't go to ANY autonomously(despite having school listed in their job panel).

Hm? :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 24, 05:12:26
I've read and reread the instructions, I can't figure out where I'm going wrong. I put the Resource.cfg in my main directory. I put the d3dx9_31.dll file into the Bin folder. I have downloaded a new copy of AwesomeMod and used Delphy's Install Helper. Delphy's Monkey Bars say that my framework is installed correctly and that my game should accept basic custom content and core mods, but the game isn't recognizing anything.

What main directory did you put the resource file into?  Are you trying to use sub folders inside the package folder? does the resource file allow for sub folders?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 February 24, 06:52:52

Did the entire family move out, or just some members?  I know with the Goths in one of my games, Mortimer moved out with Bella when they got married, but Cornelia and Gunther already had another daughter who remained in the Manor, while in another game where Cornelia and Gunther didn't have other kids, Mortimer and Bella stayed in Goth Manor and had their own family there.  

I don't think the ancestral home concept keeps ALL family members on the lot, but should keep at least one to maintain the heritage.

The entire family moved out for both Goth and Landgraab.  I moved the Goths back in, but somehow the Landgraabs lost all their hundreds of thousands of dollars instantly and I couldn't move them back in since they couldn't afford it.  This happened several versions back, so perhaps it was a random bug and maybe fixed in an update.  I'll keep an eye on them!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 February 24, 07:56:26
I'm not understanding how school swapping works.

I'm building a new school with mini rabbit holes, and there's one for elementary and one for high.

But any sims I test it on can only choose "Start elementary school" on one. The other says "Go to School" but it is grayed out as "School is not in session"(even if it is) and it seems like non-user-controlled sims don't go to ANY autonomously(despite having school listed in their job panel).

Hm? :(

This is happening to me too. I suspected it was my own fault, though, as I built a small library on the HS lot, and then classified the lot as a library (I like the study moodlet on a school lot--as a teacher, I find it gratifying). I figured the fact that my schools wouldn't sort was based on that. I plan to test out destroying the existing schools and placing two new ones on plain community lots to see if that makes a difference.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 February 25, 08:14:05

What main directory did you put the resource file into?  Are you trying to use sub folders inside the package folder? does the resource file allow for sub folders?

I put the Resource.cfg file into C:/Program Files/Electronic Arts/The Sims 3/ and I am not trying to use sub folders. Awesomemod.package went into C:/Program Files/Electronic Arts/The Sims3/Mods/Packages.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 25, 10:26:27
What main directory did you put the resource file into?  Are you trying to use sub folders inside the package folder? does the resource file allow for sub folders?
I put the Resource.cfg file into C:/Program Files/Electronic Arts/The Sims 3/ and I am not trying to use sub folders. Awesomemod.package went into C:/Program Files/Electronic Arts/The Sims3/Mods/Packages.

If the d3dx9_31.dll is in the C:/Program Files/Electronic Arts/The Sims 3/Game/Bin folder then I would suggest maybe trying a .dll file from a different location as the one you are using might be corrupted, which has been known to happen and cause problems.  If the .dll is in the right spot, then it is going to hard to diagnose without seeing your computer, and I would suggest if you know someone with experience with TS3 and/or computers, you might try asking them to diagnose in person for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2010 February 25, 14:02:21
I've got a family suddenly listed as homeless.
Is there a way to select them via an AM command of some sort?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 25, 14:09:57
Nope. Homeless sims don't exist in the world. To force them to pop up, select an empty lot in edit town and type "forcemovein <fambly>".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2010 February 25, 14:34:49
It says success! Moved in to.... but doesn't display a house name, and the sims didn't appear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 25, 15:40:28
It says success! Moved in to.... but doesn't display a house name, and the sims didn't appear.
Are there any sims? You may have to wait. None of their skins will be cached, so they will appear disembodied and may take time to phase into view.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2010 February 25, 15:45:35
It just said 'moved in to' and no address or family name wth it.
The house icon in edit town didn't change, so nothing got added it seems.

The family do appear on the listhomeless list.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 February 25, 15:50:01
In that case, you did something wrong, because you are stupid, and you suck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 February 25, 20:16:12
It just said 'moved in to' and no address or family name wth it.
The house icon in edit town didn't change, so nothing got added it seems.

The family do appear on the listhomeless list.

Have you tried giving them more money? That works for me with homeless sims. You do "listhomeless" which tells you how much they have, and then "familyfunds [lastname] 175000" or some similarly higher number than what they have so they can find a house they can afford.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 February 26, 00:59:25
If the d3dx9_31.dll is in the C:/Program Files/Electronic Arts/The Sims 3/Game/Bin folder then I would suggest maybe trying a .dll file from a different location as the one you are using might be corrupted, which has been known to happen and cause problems.  If the .dll is in the right spot, then it is going to hard to diagnose without seeing your computer, and I would suggest if you know someone with experience with TS3 and/or computers, you might try asking them to diagnose in person for you.
It is in the /Game/Bin folder, but what other location should I try it from? I downloaded it from here...

Windows Update downloaded an update that crashed my whole system. I lost everything and had to reinstall the operating system. So I've played the game with AweomeMod before the crash and I will tell you, without the mod this game is pretty much a waste of money. I'm really disappointed, but thanks for trying to help me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BattyCoda on 2010 February 26, 15:51:50


Windows Update downloaded an update that crashed my whole system. I lost everything and had to reinstall the operating system. So I've played the game with AweomeMod before the crash and I will tell you, without the mod this game is pretty much a waste of money. I'm really disappointed, but thanks for trying to help me.

You might want to check for a rootkit on your PC, it seems MS patch 977165 causes BSOD if PC has Alureon malware rootkit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FuzzySockSucker on 2010 February 26, 18:56:24
A shortish problem and question.

Problem:  Sometime prior to the AM update on the 13th one of my sims became victim of the "parent of some random vacation locals" bug.  I didn't notice this till yesterday when I finally got about to having him knock up someone (invited to move in foreigner) and took a look at the family tree for the first time (Unmarried, I never twigged to the fact that 'ask to go steady' had stopped showing up).  I was reading another thread about this problem and its been indicated that babies from this situation tend to be a lead up to a BFBVFS.

Question:  While the bug is squashed in AM now, and my AM is at the latest version, will this legacy fuckery of my family tree/relationships still eventually cause a BFBVFS even if I fix the tree/relationships?  The oldest save I have of this neighbourhood has the randomly added vacation locals in the tree, but before the affected sim started making babies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nekonyami on 2010 February 27, 04:28:55
I have a question that might be stupid, but I really would like to know the answer to this. If this has already been answered, sorry.
If I were to have both AwesomeMod and the SuperComputer installed together, would it affect the story driver or anything else important? I would like to have both of these mods if possible, but I don't want the EA story mode because it's awful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 February 27, 04:38:35
Both AM and SC play well together, Nekonyami.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Crazetex on 2010 February 27, 13:45:47
Ditto ciane. I use most of the NRaas mods, including story progression and supercomputer, and they play perfectly nicely with AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nekonyami on 2010 February 27, 19:03:09
Thanks for answering my question. I installed the SC and both mods seem to be running well so far.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 February 28, 18:30:11
Question: If I have the configuration set to "no unified billing", do the non-active sims still earn money from their jobs daily?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 February 28, 23:22:39
Question: If I have the configuration set to "no unified billing", do the non-active sims still earn money from their jobs daily?

The "unified billing" has nothing to do with sims earning money from their jobs, what makes you think it does?. 

What part of the description "All other households must also pay their bills when the active household does(will occur automatically)." don't you comprehend, or says they don't earn money from working?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 March 02, 03:02:00
I made her come home, when she got there I decided to edit her in CAS to fix her clothes and stuff, I noticed her picture was a little off, her arms were sticking out.. So when I got her into CAS she was a teenager!? I was baffled, but fixed her anyways, exited CAS and she was showing as a teenager on the age meter, with 14 days until being a YA, which was odd seeing as the day before she had 7 days until childhood.. Then I looked up at her, and she was a midget, so to speak! She had teenager clothes/shoes/hair, but she was the size of a child, and walking around like a toddler!! When she walked her body stretched out all funny to accommodate her grown up clothing I assume, lol.
Oddities like this have been reported in unmodified games as well. The cause is not known.
Have you had any insight in the three months since this was posted as to the cause or a possible fix for the midget bug? I've now had two in Asherton. The first one, I'm not sure what her true age was supposed to be. This second one (Kristy Carter) is supposed to be a child. Her true age is shown in the image. I was just checking days to adult on her older sister, Camilla Carter, because one of my chosen is waiting on her to age up so that he can move out of his mom's house with her.
(http://img641.imageshack.us/img641/2454/midget.jpg) (http://img641.imageshack.us/i/midget.jpg/)
Typical TS3 midget: teen head and clothing, child stature.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 02, 03:19:15
Did you edit their size or age in editsim?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mandababy on 2010 March 02, 03:22:45
I'm curious, if the sims pictures/map tags, showing up for all the sims my sims know from map view is from AM? I hadn't played in a couple weeks, so once I got HELS I installed it and updated everything. The game itself runs fine, but I noticed from map view today that its showing all the map tags for all sims mine know.

(http://i12.photobucket.com/albums/a212/mandababy2003/mapviewsims-1.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 March 02, 04:24:59
Did you edit their size or age in editsim?
Nope. Haven't editsim'ed a single sim. I've done mirror and dresser, but not on Kristy or the other victim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 02, 05:18:13
Question: If I have the configuration set to "no unified billing", do the non-active sims still earn money from their jobs daily?
Yes. There is no mechanism that presently stops them from doing so, and the cash-earning behavior remains EAxis-default. I may add an option and tie it to TS2Mode + Job Progress.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mandababy on 2010 March 02, 06:00:24
I'm curious, if the sims pictures/map tags, showing up for all the sims my sims know from map view is from AM? I hadn't played in a couple weeks, so once I got HELS I installed it and updated everything. The game itself runs fine, but I noticed from map view today that its showing all the map tags for all sims mine know.

(http://i12.photobucket.com/albums/a212/mandababy2003/mapviewsims-1.jpg)

The next time I loaded up the game, the problem had progressed from sims they knew, to every sim in the neighborhood! You couldn't see the buildings or anything from map view, just sims map tags. Maybe I should post this in the bugs section, since the problem has changed now


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 02, 11:29:47
The next time I loaded up the game, the problem had progressed from sims they knew, to every sim in the neighborhood! You couldn't see the buildings or anything from map view, just sims map tags. Maybe I should post this in the bugs section, since the problem has changed now

In the bug thread Pescado replied to another poster asking about the orange tags "Orange tag is due to story mode telling a sim to do something. It's harmless.". 

I wonder if the high number you are seeing is related to one or more of the config settings for AM, such "InformOnStoryAction"?  I have that one disabled as I really don't care too much about what everyone else gets up to.  It is just a thought, and I may be way off mark.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mandababy on 2010 March 02, 20:17:17
I have that disabled as well. I am curious now as to why it was so severe! When I started a new game, it did not occur at all, for sims they knew or didn't know. Going to go post in bug thread now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 03, 21:06:57
Awesomemod is the cause of the icons for cars when in map or edit town, right?

Are said cars an issue? I'm building a lot(residential) which has lots of cars parked on it, and it will be made community when I'm done. Theres a sea of icons above it for cars with no owners.

Is this an issue apart from an aesthetic one on map view? :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 03, 22:40:46
Awesomemod is the cause of the icons for cars when in map or edit town, right?

Are said cars an issue? I'm building a lot(residential) which has lots of cars parked on it, and it will be made community when I'm done. Theres a sea of icons above it for cars with no owners.

Is this an issue apart from an aesthetic one on map view? :(

I have a vehicle parked on my beach that shows a purple bubble in map view, as if it were abandoned.  When I hover over it the caption says that it belongs to the beach.  It will not adversely affect your game in any way.  You can even use the TowDerelict command, which nukes all unmanned vehicles, and the cars on your lot will be unharmed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 03, 23:00:19
Alright, that's good ot know. I'd hate for it to cause slowdown or something, because this lot just isn't itself without these cars.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 March 04, 04:22:29
This is still driving me crazy:  I have the WA registers in my main 'hood, but the AI doesn't want to keep them manned.  I don't know whether awesomeMod intended to solve this problem, but I started using Twallan's register mod to let you choose who was at the register.  It wouldn't let me choose sims that I have not listed as chosen (i.e. the homeless townies), so I removed it.  Now the registers are never operational even if I delete them and put them back in.  Is there a solution out there?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 04, 19:42:59
This is still driving me crazy:  I have the WA registers in my main 'hood, but the AI doesn't want to keep them manned.  I don't know whether awesomeMod intended to solve this problem, but I started using Twallan's register mod to let you choose who was at the register.  It wouldn't let me choose sims that I have not listed as chosen (i.e. the homeless townies), so I removed it.  Now the registers are never operational even if I delete them and put them back in.  Is there a solution out there?

I'm not sure how you are playing your game that this might be happening.  I have 3 shops with WA registers in them.  I haven't had a problem with them.  The first time one of your Sims visits the shop the game will send a random unemployed Sim to man the register.  If the Sim comes from a household you play often, they will quit their job at the market when you switch to their household and send them home.  The register will remain unmanned until another active Sim visits the Market.  The game will then choose a new unemployed Sim to take their place.  It might take a while for the new employee to arrive at the market, depending on how far away they live.  I've also seen the game man the cash register, without sending an active Sim.

So; do you have any unemployed adult Sims in your hood to take the job?  Do you have the cash register placed on a kitchen counter? (I'm not sure if it has to be a counter, but that is what I'm using, and what the game uses)  Is there space on both sides of the counter for Sims to stand?  I have never seen a ‘homeless townie used as a cashier.  I created 4 households of jobless folks specifically so my town would have cashiers.  The game gave some of them other jobs but I always have a ready supply of workers to take over when one quits in order to be the boss of one of my other Sims.  I haven't tried Twallan's register mod.  I try to play my game with as few mods as possible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chain_Reaction on 2010 March 06, 00:56:12
I am also now having the issue with the town residents passing out on the street, pissing themselves and walking around with green clouds. Is there some sort of system is in place to refresh the townie's motives? Or must they manually acquire CPU cycles to fulfill them as controlled sims do? If so, how does that work if they are in low detail mode and what pushes them to do so? I noticed the inactives typically just stand inside their doorways regardless of their dire motives so I'm unaware how they are suppose to be replenished. This issue is resulting in a stagnate in being able to reproduce for the sims I control as every person I invite over gives me the "I'm not in the mood to do that right now" speech when attempting to woohoo.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 06, 04:36:59
You could type maxmotives, which refreshes the entire neighborhood, but if your neighborhood's main loops aren't processing, your neighborhood is toast.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 March 06, 06:49:19
Well, I got AwesomeMod to work. Hallelujah! Does the lifetimehappiness cheat still work with AwesomeMod? Because for some reason it's telling me that it's an unknown command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Amandralynn on 2010 March 06, 12:57:30
I love AwesomeMod, it made my game fun again, and worked great for awhile, then suddenly I start to nice that all my sim children are faiiling school, and many of the adults are have either been fired, or about too.  When I play with one family they go to school and work just fine, but I notice that no one else in the town does.  I've searched the forums and have found others with the same problem as well, but I haven't seen any fixes.  Any solution to this problem would be greatfully appreciated.

Things that I have tried include:
-Sacred on and off.
-AllowInactivePerfGain
-Story mode off
-Supreme Commander


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 March 06, 15:17:42

I'm not sure how you are playing your game that this might be happening.  I have 3 shops with WA registers in them.  I haven't had a problem with them.  The first time one of your Sims visits the shop the game will send a random unemployed Sim to man the register.  If the Sim comes from a household you play often, they will quit their job at the market when you switch to their household and send them home.  The register will remain unmanned until another active Sim visits the Market.  The game will then choose a new unemployed Sim to take their place.  It might take a while for the new employee to arrive at the market, depending on how far away they live.  I've also seen the game man the cash register, without sending an active Sim.

So; do you have any unemployed adult Sims in your hood to take the job?  Do you have the cash register placed on a kitchen counter? (I'm not sure if it has to be a counter, but that is what I'm using, and what the game uses)  Is there space on both sides of the counter for Sims to stand?  I have never seen a ‘homeless townie used as a cashier.  I created 4 households of jobless folks specifically so my town would have cashiers.  The game gave some of them other jobs but I always have a ready supply of workers to take over when one quits in order to be the boss of one of my other Sims.  I haven't tried Twallan's register mod.  I try to play my game with as few mods as possible.

I play with story mode turned off, so the homeless sims, I assume, are not generated.  I keep all of my neighbourhood sims chosen, and I am afraid if I added homeless sims just to man the registers, I would end up getting attached to them, and wouldn't be able to use them for the registers anymore.  I just wish the game would generate sims for the registers the same way they are generated for jobs.  By the way, I have not seen the scenario where the cashier shows up whenever sims enter the market, and the registers were working before, until I decided I didn't want my chosen sims to stand there 24 hours a day.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 06, 19:06:51
I play with story mode turned off, so the homeless sims, I assume, are not generated.  I keep all of my neighbourhood sims chosen, and I am afraid if I added homeless sims just to man the registers, I would end up getting attached to them, and wouldn't be able to use them for the registers anymore.  I just wish the game would generate sims for the registers the same way they are generated for jobs.  By the way, I have not seen the scenario where the cashier shows up whenever sims enter the market, and the registers were working before, until I decided I didn't want my chosen sims to stand there 24 hours a day.

If you do not have any jobless Sims to man the registers, you will have no cashier.  Create some non-chosen households.  The game is not going to bend over and do what you want it to; just because you think it should.  You need to play by the rules.  

Try replacing the register in build mode.  The general store register only works in vacation destinations, not in your hood.  The others all work, but you have to create jobless Sims to man them, and give them homes.  The homeless do not man registers.    


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 07, 02:29:45
Well, I got AwesomeMod to work. Hallelujah! Does the lifetimehappiness cheat still work with AwesomeMod? Because for some reason it's telling me that it's an unknown command.

It DOES work, your not enabling the right options.  Go to the main index, then in the little box in the upper left corner, where it says search, type in "lifetimehappiness", and magically you'll find your answer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MuggleLouise on 2010 March 07, 15:09:58
Well, I got AwesomeMod to work. Hallelujah! Does the lifetimehappiness cheat still work with AwesomeMod? Because for some reason it's telling me that it's an unknown command.

It DOES work, your not enabling the right options.  Go to the main index, then in the little box in the upper left corner, where it says search, type in "lifetimehappiness", and magically you'll find your answer.
Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 March 09, 05:01:16
Has anyone been able to have more than 8 sims in a household?  For some reason I'm not able to, and I'm wondering if maybe my neighborhood is just buggy somehow.  I do have the option enabled via the config file.  If I have 8 sims in a house, I'm not able to have a baby or propose to an outside sim.  The option to try for baby is available, but they don't get pregant.  The option to propose marriage is not available at all.  But as soon as someone moves out and there are fewer than 8 sims, they get pregnant or can propose.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 09, 05:15:20
Has anyone been able to have more than 8 sims in a household? 
 I do have the option enabled via the config file. 

Did you enable it in game through the cheat bar, or did you use the config tool?  If it is not set with the tool it will revert back to default settings each time you start the game.
http://www.moreawesomethanyou.com/ts3/awesome/config.php


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 March 09, 07:41:11

Did you enable it in game through the cheat bar, or did you use the config tool?  If it is not set with the tool it will revert back to default settings each time you start the game.
http://www.moreawesomethanyou.com/ts3/awesome/config.php


Hello!  Yes, I set it with the online config tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 09, 08:05:01
Hello!  Yes, I set it with the online config tool.

Hello! I'm trying to get enough information to help you.
Oh never mind, it is too late in the evening for me to give a crap.  I guess your neighborhood is just buggy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 09, 11:40:24
Hello!  Yes, I set it with the online config tool.
I  guess your neighborhood is just buggy.

or they have a conflict with another mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 March 09, 15:50:15
I had to use Twallan's supercomputer to get more than 8 sims even with the config set to enable that option. I experienced the same situation noted above by simmah.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MaxisManiac on 2010 March 09, 23:55:12
I'm using the AwesomeMod story driver -- do I set the in-game Story Progression option to off? I'm having some problems and I'm not sure why: households I have selected as "Chosen" are still aging and options I enabled in the config file (such as no-censor) aren't working -- the censor still shows up. I don't have any other mods installed -- I had the SuperComputer but I removed it in case that was conflicting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 10, 00:44:27
Setting them as chosen does not stop them from aging.  You can stop aging in EA's options menu, but that stops your whole town from aging.  The censor will remain on wile using the toilet because no one really wants to see a Sim pee through their clothes.  Is the censor still there when your Sims bathe?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MaxisManiac on 2010 March 10, 02:05:38
Setting them as chosen does not stop them from aging.  You can stop aging in EA's options menu, but that stops your whole town from aging.  The censor will remain on wile using the toilet because no one really wants to see a Sim pee through their clothes.  Is the censor still there when your Sims bathe?

Thanks for your reply.

No, it showed when they bathed, but I figured out my problem -- my config file was different than what was shown to be set by using "showconfig" in-game for some reason. I just reconfigured it through setconfig. As for "Chosen" Sims still aging... well, that sucks. I'm just going to use Twallan's Story Progression instead of AwesomeStory.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 March 10, 03:25:28
The EA story progression block must be checked for AwesomeMod's story progression to work. Checking the TS2 style option should allow aging the way it was in TS2 with your other chosen families not aging until you play them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 March 10, 03:34:41
That or toggle aging on and off during your rotation to keep things equal. That's what I do. Every once in a while I screw things up and age three days in a two day rotation, but it's not a huge deal and you can balance it out the next round. I have seven chosen households in play out of thirty-five occupied, playing 2-day rounds.

Ciane, did I miss something during my TS3 break? It was my understanding that TS2 aging didn't discriminate between chosen and riff-raff, that all sims would not age unless actively played regardless of status.

EDIT: No, I know that's not so. If unchosen aged while chosen did not unless actively played, unchosen would end up aging X times as fast as chosen, where X is the number of households in rotation. TS2 aging is ideal if you have a small community in which you are playing all houses, or if you like the Jeffty is Five effect.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sablesasha on 2010 March 10, 22:43:31
Gives world a shake... peers around anyone awake? Are you all up yet?! hehe

I take it the time zone is the reason why my Awesomemod isn't working because I'm down here, *waves* from New Zealand and a day ahead.

I normally take note when I update Awesomemod when the next update is due and for some reason last time I didn't. Was the new update supposed to be on the 11 March?

Should I keep my fingers crossed or is my Awesomemod stuffed?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 10, 23:10:31
Gives world a shake... peers around anyone awake? Are you all up yet?! hehe

I take it the time zone is the reason why my Awesomemod isn't working because I'm down here, *waves* from New Zealand and a day ahead.

I normally take note when I update Awesomemod when the next update is due and for some reason last time I didn't. Was the new update supposed to be on the 11 March?

Should I keep my fingers crossed or is my Awesomemod stuffed?


Uh, there was a new version two days ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sablesasha on 2010 March 10, 23:57:04
Gives world a shake... peers around anyone awake? Are you all up yet?! hehe

I take it the time zone is the reason why my Awesomemod isn't working because I'm down here, *waves* from New Zealand and a day ahead.

I normally take note when I update Awesomemod when the next update is due and for some reason last time I didn't. Was the new update supposed to be on the 11 March?

Should I keep my fingers crossed or is my Awesomemod stuffed?


Uh, there was a new version two days ago.

Oh how weird.

It's not showing up when I open the Awesomemod page.  I'll clear my history and try again.

Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 11, 00:28:01
I had the same issue.

The download page says it was last updated quite some time ago, and the newest post is from the 24th of february, so there's no indication that anything has changed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 11, 00:37:42
http://beta.moreawesomethanyou.com/ts3/base/

March 8, 23:35:34. The intelligent people around here actually know that Pescado doesn't update the thread every time he updates the mod. Most just download a fresh copy before playing every day. This is a great practice when a new patch comes out. The rest of the time we watch that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 11, 02:20:30
That doesn't in any way change that the download thread gives zero indication that a new version has been uploaded.

A vast, vast majority of those who use awesomemod don't use the background hidden away download archives to download, and so a vast majority of those who get "Your awesomemod expired despite no new version being apparently uploaded" today will be confused. ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 11, 02:56:51
That doesn't in any way change that the download thread gives zero indication that a new version has been uploaded.

A vast, vast majority of those who use awesomemod don't use the background hidden away download archives to download, and so a vast majority of those who get "Your awesomemod expired despite no new version being apparently uploaded" today will be confused. ;D

It is a pity that the "vast majority" are idiot tards, then. It is stated all over the place that Pescado stealth updates.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 11, 05:35:45
That doesn't in any way change that the download thread gives zero indication that a new version has been uploaded.

A vast, vast majority of those who use awesomemod don't use the background hidden away download archives to download, and so a vast majority of those who get "Your awesomemod expired despite no new version being apparently uploaded" today will be confused. ;D
It is a pity that the "vast majority" are idiot tards, then. It is stated all over the place that Pescado stealth updates.

Unless the updates are major, in which case he updates the thread with details.  This is nothing new, and has been working this way since AM has been available.

I have lost count the number of times people have been told to download every day, or every week, or whatever, to make sure they have the latest, and not to wait for the thread to be updated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 11, 09:30:14
We used to have a town crier, but he died.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pureness on 2010 March 12, 07:28:59
hello,
I am new here (obviously) & English is not my first language so its kinda hard for me to follow up (although I had read half of this forum already)

I installed HELS on my original TS3 after I replaced my Mods & Downloads on my desktop, Then I installed WA.
Now, & from what I read over this forum, I should place my Mods  back to where it were & reinstall all the Downloads via Launcher. But that didn't work.
All the Mods I had can't be found in the game anymore.


Am I missing a step?
Please, I would really appreciate your help.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 March 12, 08:12:11
Why the hell would you install WA *after* HELS? Are you retarded? Maybe that's your problem right there.

Re-install the ENTIRE framework - you also need that .dll file and the resource.cfg file. They are pretty darn important.

Also, what is up with that moronic signature?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 12, 09:11:52
Am I missing a step?

It sounds like you have missed more than one step, more like you have missed the whole fucking staircase.

Read more and all will be revealed, especially if you try using that little box in the upper left called search.

Quote
Please, I would really appreciate your help.

If you really want help, start by helping yourself first,  think along the lines of the saying about some mythical, magical being helping those who help themselves, same shit applies here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pureness on 2010 March 12, 11:07:50
I would say thanx but clearly politeness is something wrong around here =)
& for my signature, if u don't like it then probably wizard_merlin's taste in pictures is more suitable for you =)

I already tried using the search box many times, but cuz of the language gap I keep on missing something.
I would visit a site in my own language but I didn't find any for TS3 problems.

So now, I uninstall WA & HELS the reinstall them in the right order. After that I place the Mods back to TS3 folder, right?
Please excuse my slow understanding, but about the resource.cfg & .dll can anyone explain more or give me a link of where should I search?

& please try not to be rude =)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nienor on 2010 March 12, 11:45:17
Read the FAQ. Currently, you are doing several things that are strongly discouraged, which will make sure that no one will feel inspired to help you or even be "polite". Also, not being a native English speaker doesn't magically make someone unable to use the search function or find threads that have been placed in plain sight because they contain basic instructions. Most of us non-native speakers get by just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spaceface on 2010 March 12, 12:56:41
Delete that ridiculous signature, and don't say "u" for "you" or "thanx" for "thanks".

Politeness is in fact perfectly acceptable around here but do not expect it, especially if you started off on the wrong foot by being so irritating. Stop telling everyone how special you are, fake cutesy-poo doesn't cut it here. Thanking people when they have given you advice is not required, that is what the "thanks" button is for.

There are WHOLE THREADS that answer your questions. Read them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 12, 14:49:40
I would say thanx but clearly politeness is something wrong around here =)
& for my signature, if u don't like it then probably wizard_merlin's taste in pictures is more suitable for you =)

Actually the problem with your signature is that it takes too long to load, and for those of us that are pushing the bandwidth limits as it is; it is downright annoying.   Isn't there a rule in the FAQ that states what size and resolution the signatures need to conform to?  I believe you have exceeded those regulations.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 March 12, 21:22:38
I would say thanx but clearly politeness is something wrong around here =)
& for my signature, if u don't like it then probably wizard_merlin's taste in pictures is more suitable for you =)

I already tried using the search box many times, but cuz of the language gap I keep on missing something.
I would visit a site in my own language but I didn't find any for TS3 problems.

So now, I uninstall WA & HELS the reinstall them in the right order. After that I place the Mods back to TS3 folder, right?
Please excuse my slow understanding, but about the resource.cfg & .dll can anyone explain more or give me a link of where should I search?

& please try not to be rude =)

No, you do NOT just copy the damn Mods folder. You re-install the entire framework, following the instructions in a thread called *gasp* HOW TO INSTALL AWESOMEMOD. How damn difficult is that, even if you are ESL? Read u sum of that thread, it's right here in the section called... wait for it... Awesomemod!

Also, it is obvious that its next question will be: "what FAQ is?"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2010 March 13, 01:11:56
I would say thanx but clearly politeness is something wrong around here =)
& for my signature, if u don't like it then probably wizard_merlin's taste in pictures is more suitable for you =)

Actually the problem with your signature is that it takes too long to load, and for those of us that are pushing the bandwidth limits as it is; it is downright annoying.   Isn't there a rule in the FAQ that states what size and resolution the signatures need to conform to?  I believe you have exceeded those regulations.

From the FAQ (http://www.moreawesomethanyou.com/smf/index.php/topic,7437.msg208006.html#msg208006):

Quote
How not to post part 2: Emoticonning and Signature Images
 Smiley Cheesy Wink Grin Shocked Tongue  Wow!!!!11!  This is stupid!!elevnty1!!!   Angry Sad Lips sealed   Roll Eyes
If there are more than two emoticons in your post, your post is either too long or you are retarded.  Fix it, without double posting.  If you use off-site emoticons, keep them reasonably sized, please.  Further, while cat macros and related images are encouraged where appropriate, images in signatures are often not appreciated.  Signature images, if used, should not be taller than your avatar.

Short version: Get rid of that fucking sig, Tardess.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 13, 01:32:10
I already tried using the search box many times, but cuz of the language gap I keep on missing something.

& please try not to be rude =)

It is highly doubtful that you even tried a search.  I just typed your problem in the search bar, and the 5th result answers your question.  It took less than 15 seconds to find.

If you want some advice, I suggest you go and find the person who set your game up last time to use mods and ask them to do it again, because it is clearly obvious that it sure as hell wasn't you.  Otherwise you could try MTS as they have plenty of tools for dummies that don't require any kind of real brain power, just the ability to read instructions.  However, as you obviously can't read the instructions here, I suspect you'll have the same fucking problem over there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 March 14, 22:56:48
Hello!  Yes, I set it with the online config tool.

Hello! I'm trying to get enough information to help you.
Oh never mind, it is too late in the evening for me to give a crap.  I guess your neighborhood is just buggy.

Hi Goddess.  I guess I'm a little confused.  I thought I answered your question.  You asked if I enabled the option via the online tool and I said yes.  You could be right about the bugginess though.  I actually had the Indie Stone mod installed before in this neighborhood, but I deleted it.  Perhaps it jacked up my neighborhood permanently even though the mod is gone.  I have started a new hood, so we'll see if that helps.  Thank you for your time! 

So I assume that this feature works for everyone else?  I didn't see anyone say whether it did or didn't. I'm just curious.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 15, 05:12:25
Sorry, I read that as sarcasm.  Politeness is in short order here.  Yes, others have succeeded in having more than 8 persons in their families.  I don't have any families that large in my hood at the moment, but I have in the past and the mod works fine.  Double check to make sure it is enabled.   You can do that in game by typing ‘ShowConfig' in the cheat bar. 
Sometimes other mods work against each other.  If you have more than just AwesomeMod in your mods folder try temporarily removing all of them except AwesomeMod.  Check to see if the game works that way.  Then put your mods back one at a time, checking the game in-between each one to find which might be in conflict.
If you are still having problems, make sure you are up to date on your patches and the latest AM.  Than try typing ‘fixall' in the cheat bar. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simmah on 2010 March 16, 05:11:34
Sorry, I read that as sarcasm.  Politeness is in short order here.  Yes, others have succeeded in having more than 8 persons in their families.  I don't have any families that large in my hood at the moment, but I have in the past and the mod works fine.  Double check to make sure it is enabled.   You can do that in game by typing ‘ShowConfig' in the cheat bar. 
Sometimes other mods work against each other.  If you have more than just AwesomeMod in your mods folder try temporarily removing all of them except AwesomeMod.  Check to see if the game works that way.  Then put your mods back one at a time, checking the game in-between each one to find which might be in conflict.
If you are still having problems, make sure you are up to date on your patches and the latest AM.  Than try typing ‘fixall' in the cheat bar. 


Haha.  Yes, i've noticed people are quite feisty here.  :D  No worries.  Other than my brief foray into Indie Stone, AM is the only mod I use now..who needs any other?  ;)  I'll try the showconfig and fixall though.  Very nice tips!  Thank you!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: escagirluk on 2010 March 17, 13:35:59
I have a question. If I have awesomemod, and twallan's story progression mod, can I also have the same-sex-pregnancy mod, or will awesomemod still interfere with that?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bellalunarena on 2010 March 17, 19:06:40
I've lurked as a guest for about two years now, and I just have to say I'm glad I lurked, as it probably spared me some teasing. I was having problems with Awesomemod not working with my most recently patched game (with WA installed as well). I had Sims 3 installed on a previous computer, also with Awesomemod, and it worked fine.

I almost went crazy trying to get it to work...and then suddenly today, after reading through many threads, I found what I had done wrong, and felt so n00bish it wasn't even funny.

I had placed the aweconf file correctly...but I had neglected to install awesome.package.

I felt like such a douche. So if anyone's having issues with getting Awesomemod to work...make sure you've installed the awesome.package as well as the aweconf file, if you chose to set the configurations that way.

That's my helpful tip. I am fully prepared to be mercilessly made fun of for my gross oversight.  ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 March 17, 19:56:56
I've noticed lately that my inactive Sims are throwing parties. Is this a new feature in Awesome, or did EAxis actually fix that feature?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 17, 21:30:48
I've lurked as a guest for about two years now, and I just have to say I'm glad I lurked, as it probably spared me some teasing. I was having problems with Awesomemod not working with my most recently patched game (with WA installed as well). I had Sims 3 installed on a previous computer, also with Awesomemod, and it worked fine.

I almost went crazy trying to get it to work...and then suddenly today, after reading through many threads, I found what I had done wrong, and felt so n00bish it wasn't even funny.

I had placed the aweconf file correctly...but I had neglected to install awesome.package.

I felt like such a douche. So if anyone's having issues with getting Awesomemod to work...make sure you've installed the awesome.package as well as the aweconf file, if you chose to set the configurations that way.

That's my helpful tip. I am fully prepared to be mercilessly made fun of for my gross oversight.  ;D

9 times out of 10 when someone comes for support the issue turns out to be some ridiculously simple step that got forgotten.   I can't tell you how many times I have had to explain that the ‘circle with a line going through the bottom' IS the power button.  Glad you were able to find it without getting flamed.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 17, 22:37:12
I've noticed lately that my inactive Sims are throwing parties. Is this a new feature in Awesome, or did EAxis actually fix that feature?
Oh? What do you mean? That feature has always sort-of existed, but I don't think it triggered often.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 March 17, 23:01:26
I get notices from inactive Sims that are friends talking about "The first guest has arrived to the party. Better make sure everything is in order!" or similar. But the thumbnail isn't part of my active Family. So I clicked on the thumbnail in the notification, camera zoomed to the inactive Sim having a party, and sure enough, people were arriving with food and swarming the host. I brought one of my Sims to the party (they weren't invited), party carried on, people started leaving, and then when my Sim was the last one to leave, I got another notification about the party being a modest success.

This is the second time I've had inactive Sim parties in maybe 3-4 days since installing WA. The first time, I didn't check it out, but still got the notification of the party results.

I also use twallan's Story Progression mod, but I didn't anything about parties. "Gatherings," sure, but this party didn't fit any of the gathering scenarios -
Quote
Campaign Gathering Chance
         Specifies the chance each cycle of a Campaign Gathering scenario firing
         Default: 10
      Family Gathering Chance
         Specifies the chance each cycle of a Family Gathering scenario firing
         Default: 10
      Family Visitor Chance
         Specifies the chance each cycle of a Family Visitor scenario firing
         Default: 20
      Friendly Outing Chance
         Specifies the chance each cycle of a Friendly Outing scenario firing
         Default: 20
      Friendly Visitor Chance
         Specifies the chance each cycle of a Friendly Visitor scenario firing
         Default: 20
      Funeral Gathering
         When enabled, the system allowed to call funeral gatherings when a sim passes on
         Default: True
      Marriage Gathering
         When enabled, the system allowed to call marriage gatherings when two sims are wed
         Default: True
      Maximum Gather Size
         Specifies the maximum number of sims to call for a gathering scenario
         Default: 10   


The host Sim is not in Politics career to use Campaign parties, the guests were not related to the host, it was not an outing, no one died or got married. I don't think the SP mod is responsible for the parties, but simply providing notifications as I've set the stories to show for Blood or Friends of active family.

If this is not your doing (or twallan's, as those are the only two mods I use), then perhaps EA got something right.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 17, 23:50:14
Must be a Twallanian Story feature, then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 18, 00:33:42
I have a question. If I have awesomemod, and twallan's story progression mod, can I also have the same-sex-pregnancy mod, or will awesomemod still interfere with that?

AM is a core mod and will conflict with any other core mod you attempt to use, if the same sex pregnancy mod is a core mod, what do you think?  Most people when placing mods up for download tend to tell you if it is a core mod or not, go back and check where you intend to get the mod.

If in doubt, try it, if it conflicts, the game won't load and you'll more than likely be advised of a problem.

I also use twallan's Story Progression mod, but I didn't anything about parties. "Gatherings," sure, but this party didn't fit any of the gathering scenarios -

If you're using twallan's Story progression, why not go and ask them over there about it, as they are a hell of a lot more likely to know what it does, and answer your questions about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 March 18, 01:38:06
The question wasn't about what the Gatherings in twallan's mod entails, but rather if inctive Sim parties was something part of AwesomeMod. Seeing as Pescado answered that it isn't in AwesomeMod by way of pointing the finger at Twallan, the question is answered. I don't care what Gatherings do, just wondering where the parties are coming from by process of elimination.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 March 18, 04:59:03
I have a question:  Lately, some of my sims have lost the ability to see chosen tags from the neighbourhood view.  This seems to be completely random.  The sims don't really have anything in common, nor are they in the same household.  It hasn't caused any major problems yet, but I am still worried - something similar to this happened earlier, and the family ended up fried.

Let's see - we have Lily Lum, in business, played only once since I ported using Twallan's porter; we have Blair Wainwright and Tamara Donner, both living together.  Both were pulled up the career ladder unwantedly, but not Lily Lum, so that can't be it.  So what the heck is it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 March 18, 05:36:02
I have a question:  Lately, some of my sims have lost the ability to see chosen tags from the neighbourhood view.  This seems to be completely random.  The sims don't really have anything in common, nor are they in the same household.  It hasn't caused any major problems yet, but I am still worried - something similar to this happened earlier, and the family ended up fried.

Let's see - we have Lily Lum, in business, played only once since I ported using Twallan's porter; we have Blair Wainwright and Tamara Donner, both living together.  Both were pulled up the career ladder unwantedly, but not Lily Lum, so that can't be it.  So what the heck is it?

Maybe it's the Irish Whiskey (happy Patty's Day) but I'm not understanding what your question is.  Just to be clear I have somewhere around 30 chosen Sims, and never has all 30 showed up with balloons in map view.  My guess is that they are not doing anything note worthy.  I.e. Sleeping, peeing, veging…


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2010 March 18, 16:23:24
It seems like every time I start playing my game I'm unable to see any of my chosen sims' map tags.  I just ctrl-click on one of the other chosen sims' lots, remove the view map tag ability, then ctrl-click them again and add it back.

As soon as I remove it, all my chosen sims' tags become visible.  When I add it back, the sims on the lot I changed become visible in map view again.

I've had to do this for quite awhile.  And I had to start my hood over (yet again, because all the crap the patches did to it finally started giving me error 12s constantly) and even with a fresh start it did it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 March 18, 16:56:50
And I had to start my hood over (yet again, because all the crap the patches did to it finally started giving me error 12s constantly) and even with a fresh start it did it.

Those pesky error 12s quit for me with CFF_Explorer allowing more than 2 gigs of RAM for game play. I think I had to reset it after one of the patches (but it might have been that I restored my computer to an earlier date to undo some other update). Could lack of available RAM be an issue for you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 March 18, 21:32:37
About the skill difficulty configuration.  Is studying at the library adjusted by this as well?  It seems to me that studying at the library increases skill awfully fast compared to doing it at home - and this is with skill difficulty set at one of the highest settings.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Luna on 2010 March 19, 08:05:06
In advance please excuse any undo errors for I am using a translator, if you wish to berate me for improper grammar or poor word choice, please go ahead. Thank you in advanced.

My problem is that I have recently tried to add the awesome mod to my game, but I am slightly confused how to go about this. I am basic computer skills only and do not know where exactly to place the mod file. I also have windows vista which in itself gives me a pain.

Do I place the awesome mod under: C:\Program Files\Electronic Arts\The Sims 3 World Adventures, and the base game C:\Program Files\Electronic Arts\Sims 3; or do I place it just under: C:\Users\Luna\Documents\Electronic Arts\The Sims 3\Mods\Packages, and that is all?

Your help would be most beneficiary, thank you in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 March 19, 12:59:27
My problem is that I have recently tried to add the awesome mod to my game, but I am slightly confused how to go about this.

http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html)

As per that link, step 3, put Awesome Mod into C:/Program Files/Electronic Arts/The Sims 3/mods/packages


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dinosanast on 2010 March 19, 13:56:28
i have a problem! i downloaded this awesome mod and it said it will expire on 17! now we have 19 but i havent played cause i had a virus and i should have done format! now that i ve done it i should place the same awesomemod? or i should do something else? for installing this aweosme mod i just copy them on the file package! have i one something wrong?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2010 March 19, 15:26:34
i have a problem! i downloaded this awesome mod and it said it will expire on 17! now we have 19 but i havent played cause i had a virus and i should have done format! now that i ve done it i should place the same awesomemod? or i should do something else? for installing this aweosme mod i just copy them on the file package! have i one something wrong?

1. STFU.
2. Read the FAQ. Learn how to use basic English and grammar. This isn't the shitty BBS and we don't play nice.
3. Use the fucking search function where you will discover that this fucking question has been asked and answered a million times before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2010 March 19, 22:04:13
And I had to start my hood over (yet again, because all the crap the patches did to it finally started giving me error 12s constantly) and even with a fresh start it did it.

Those pesky error 12s quit for me with CFF_Explorer allowing more than 2 gigs of RAM for game play. I think I had to reset it after one of the patches (but it might have been that I restored my computer to an earlier date to undo some other update). Could lack of available RAM be an issue for you?

No, I have 4 GB RAM and tried the CFF Explorer, but it didn't help.  I could maybe save 3 or 4 times while I was playing, but as soon as someone in the household aged up, I'd get an E12 when I tried to save - even with the CFF explorer.  I could load the last good save, play the aging up part, and save fine, but it just got to be a real hassle having to do that every time.  And there were other problems, all which started after I got WA.

I'm not sure, but I think I'm still using it (CFF).  Even deleting caches, including the world cache files, didn't stop it.  I just finally decided my game was hosed and started over.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 20, 00:51:20
i have a problem! i downloaded this awesome mod and it said it will expire on 17! now we have 19 but i havent played cause i had a virus and i should have done format! now that i ve done it i should place the same awesomemod? or i should do something else? for installing this aweosme mod i just copy them on the file package! have i one something wrong?

How many fucking times are you going to ask this bullshit?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Luna on 2010 March 20, 05:51:54
My problem is that I have recently tried to add the awesome mod to my game, but I am slightly confused how to go about this.

http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html)

As per that link, step 3, put Awesome Mod into C:/Program Files/Electronic Arts/The Sims 3/mods/packages

I copied what you put exactly and all I recieved in return was: Windows cannot find 'C:/Program Files/Electronic Arts/The Sims 3/mods/packages'. Check the spelling and try again.

-I just figured out the 'modify' button-

I might have figured out my problem. This person gave a very good answer to another persons similar problem and I was wondering if that is what I am missing. Here is a link: http://answers.yahoo.com/question/index?qid=20090622145833AAy0NrX (http://answers.yahoo.com/question/index?qid=20090622145833AAy0NrX)


Thank you again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 20, 06:02:43
My problem is that I have recently tried to add the awesome mod to my game, but I am slightly confused how to go about this.

http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html)

As per that link, step 3, put Awesome Mod into C:/Program Files/Electronic Arts/The Sims 3/mods/packages

I copied what you put exactly and all I recieved in return was: Windows cannot find 'C:/Program Files/Electronic Arts/The Sims 3/mods/packages'. Check the spelling and try again.

Any further suggestions would be greatly appreciated, and I am most sorry if I am being troublesome.

Sounds like a personal problem to me. Come back when you learn some basic computer skills.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Luna on 2010 March 20, 06:10:20
I figured it out. Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 March 20, 22:48:33

as soon as someone in the household aged up, I'd get an E12 when I tried to save - even with the CFF explorer.  I could load the last good save, play the aging up part, and save fine, but it just got to be a real hassle having to do that every time.  And there were other problems, all which started after I got WA.

I'm not sure, but I think I'm still using it (CFF).  Even deleting caches, including the world cache files, didn't stop it.  I just finally decided my game was hosed and started over.

Well, I don't have WA, but I did have problems saving after one girl aged up. (It was a huge house full of Sims and ghosts that I am still playing.) I decided it was the cc hair that I put her in after she turned to a child. When I quit trying to give her the cute hair and just chose an EA style, I could save. (I also emptied quite a bit of stuff that I was hording in their backpacks, and I was finally able to delete multiple copies of a corrupt guitar.) So, if your game is set to allow more than 2 gigs of RAM, there might have been an issue with some clothes or hair involved in the age transition.

I usually don't leave the game running in the background (as I notice the Sims minimized window). I try to just play for a few hours at a time, and I delete the caches before starting a new game too. We really have to put way too much effort into playing this game, don't we?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2010 March 21, 13:39:09
Yeah, it seems like EA went to a lot of trouble to make this game unplayable and/or unenjoyable for most of the people who have played the sims for years.

Let's see -- CFF Explorer, vsync, something in the system that I did so long ago I don't remember what it was, having to use the framework installer so you can use helpful mods like AM, figuring out what you have to do everytime a new bull shit pack comes out so you can still have your mods and CC, being able to see store stuff in game after installing WA, more bugs than I've ever seen any software have, not being able to customize without mods -- did I miss anything?  I'm sure I did!

I saw a thread at the official Bull Shit site that talked about people selling their TS3 games and going back to TS2.  EA is killing this game.

ETA:  I forgot FPS limiter, 3Booter and having to decrapify.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FridaLouise on 2010 March 27, 11:23:26
Is there a way to 'safely eject' Awesomemod from inside the game? Like a function that terminates all Awesome-occurrences in a safe way in one move?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 27, 15:29:14
Is there a way to 'safely eject' Awesomemod from inside the game? Like a function that terminates all Awesome-occurrences in a safe way in one move?

Yeah, it is called starting a new game. But... why would you want to remove the awesomeness of awesomemod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: elsie d on 2010 March 27, 19:03:00
Quote from: J. M.  Pescado on 27 March 2010, 18:24:14
Quote
enrollall 6/12 while building a school. Once the schools are sorted and no longer mixed, future assignments will automatically favor unmixed schools.

Yes! I've copied and pasted the information in my desk copy of the AwesomeMod! RTFM. Thanks.


Awesome Mod gets a new shiny so often now that the in-game help list has trouble keeping up! If you *know* the command, you can get help--<help matchall>--but it's not always listed when you key in <help> and nothing else (but the goods are, indeed, there for our game play enjoyment). Problem is, I've forgotten the command that must be entered for what I'd like to do.

I'm looking for the command one enters in build mode to designate a school for 6s or 12s only. I saw the information once on this site, but cannot find it now (I'd even used it once about 3 months ago for another world I play). The response with the command had been in reference to clearing out mixed ages from a school with students already enrolled, if that jogs anyone's memory.

Can anyone either provide me with a search term that will direct my queries, or give me the information straight out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZombieRain on 2010 March 27, 21:14:31
I just have a quick question. I have noticed that there are even more new traits, (and I mean ones such as: Racist, UglyButted, and Slap-able) and even though I have tried testing them I am still unsure of what they do exactly. I have searched the forums and I have found a thread about the old traits, however instead of necromancing it from 2009 I though to post here instead. Some of them have obvious names that I have figured out, or have obvious effects, however some of them have obvious names but not so obvious effects (Such as racist and uglybutt). I would type up a list however I have patched to correct the "crash when minimize' bug and I now have to wait a day or so for pes to update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 27, 21:40:30
I just have a quick question. I have noticed that there are even more new traits, (and I mean ones such as: Racist, UglyButted, and Slap-able) and even though I have tried testing them I am still unsure of what they do exactly. I have searched the forums and I have found a thread about the old traits, however instead of necromancing it from 2009 I though to post here instead. Some of them have obvious names that I have figured out, or have obvious effects, however some of them have obvious names but not so obvious effects (Such as racist and uglybutt). I would type up a list however I have patched to correct the "crash when minimize' bug and I now have to wait a day or so for pes to update.

Wait for him to update what? I mean, if you want to wait a few days for a public release, that's your choice. The rest of us will continue playing our games with the current version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZombieRain on 2010 March 27, 22:04:50
You mean 3.2? Because when I download and run the current version it states that there in a core mismatch, which in my previous experience has showed that I do not have the correct version of awesome. And yes I am using it from the "test" folder and not the public download.

Replaced config. My original was possibly corrupt.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 March 27, 22:58:31
If you didn't dump the proper cache files, you're going to get that. Additionally, you may have a part of the game that did not patch. Regardless, Awesomemod in test form works fine with a properly patched, properly cached version of the game with current patches.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ZombieRain on 2010 March 27, 23:06:18
I have no doubt that it was user error of some sort because 99% of the time something like this is. I'll just reinstall/patch the most recent one. I did remember to delete cache though, for I have made that mistake before. I didn't think to check if the patch installed properly or if my base game had updated as well. Thanks for the idea.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 27, 23:24:14
I'm looking for the command one enters in build mode to designate a school for 6s or 12s only. I saw the information once on this site, but cannot find it now (I'd even used it once about 3 months ago for another world I play). The response with the command had been in reference to clearing out mixed ages from a school with students already enrolled, if that jogs anyone's memory.
enrollall 6/12 while building a school. Once the schools are sorted and no longer mixed, future assignments will automatically favor unmixed schools.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 28, 03:48:01
I have no doubt that it was user error of some sort because 99% of the time something like this is. I'll just reinstall/patch the most recent one. I did remember to delete cache though, for I have made that mistake before. I didn't think to check if the patch installed properly or if my base game had updated as well. Thanks for the idea.

If you patch using the launcher and have multiple games, Base, WA and HELS, the launcher often misses one of them, which could cause the core mismatch problem.  Go to MTS, download and run the dashboard from delphy, it will show you what game versions you have, and any corrupt and conflicting CC/mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 March 28, 15:55:49
With multiple games, I've found that you have to download the latest patch for all of them (base game, WA, HELS, etc.), instead of just the last one you bought.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 28, 19:08:37
Plain and simple, I am unaware of where to find that very basic HTML page where you download crap.

Edit: Found it by checking and removing the filename from the actual download link in the awesomemod thread. I am assuming it is the one found under "test", updated on the 24th? Any particular reason this hasn't been posted? >_> I am sure I saw pescado explain that it takes barely a few minutes to update for compatability, and if so, why would it sit there for days without being made official? just curious.

Also: Helpful tip for patching

You do *not* have to download all patches individually. Opening the base game launcher and opening the WA launcher, etc, is, in theory, no different. But I found that in opening the base game launcher (from the base game folder), I got prompted to update HELS and WA. And then when I opened the WA launcher, it said the base game was incompatible, and I was prompted to update it.

So either opening the launcher a few times or opening different launchers seems to force the game to download all the patches. They expect you to play through the launcher, meaning they apparently expect this to never be an issue, I guess. The game will patch in full without downloading the patches individually as long as you try a couple times and make sure it is no longer prompting you to update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 March 28, 22:33:13
Also: Helpful tip for patching

You do *not* have to download all patches individually. Opening the base game launcher and opening the WA launcher, etc, is, in theory, no different. But I found that in opening the base game launcher (from the base game folder), I got prompted to update HELS and WA. And then when I opened the WA launcher, it said the base game was incompatible, and I was prompted to update it.

So either opening the launcher a few times or opening different launchers seems to force the game to download all the patches. They expect you to play through the launcher, meaning they apparently expect this to never be an issue, I guess. The game will patch in full without downloading the patches individually as long as you try a couple times and make sure it is no longer prompting you to update.

The last time I tried that trick, it didn't work.  When I clicked the base game launcher, it actually launched the HELS launcher, the same with WA, even though I clicked the base game launcher file from the sims 3 folder itself, and it gave me the game version for HELS saying it was up-to-date.  I gave up after that and just wait for the patches to made available from one of the many sites that hosts them, and manually install them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jessnova on 2010 March 29, 04:38:03
Thank you, Claeric.  That was the clue I needed.  I'd been scouring the forum for the mysterious 'test' link which people mentioned as if we all knew where to find.   If I'd known that it wasn't in a post anywhere I would have tried other things a while ago.  I'm glad to see that my search powers were NOT failing me, but that it simply wasn't where I was searching.  I do feel a little exasperated at how easily found it was once I knew where to look. 

Now my game can stop yelling at me and I can go back to mindlessly lurking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 March 30, 01:37:21
Yeah, I don't know why he hasn't updated the download page. Pretty big dick move to create something which expires, and not tell people where to get the new one once that happens. ;D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 March 30, 07:33:20
Pretty dick move not to realize that it's in the test section because it is a test file and not for use by the masses yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 March 30, 09:19:24
I think you missed the obvious sarcasm in that post.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mourning.glory on 2010 April 03, 02:39:52
I know it's not directly an awesomemod question, but I didn't think it deserved a special thread...

Is it safe to change sex using editsim? I didn't know if this was just an appearance thing, or something special.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 05, 02:28:48
I think i'm confused

I am pretty sure it was an awesomemod feature, but I can't find a way to be alerted to stuff. I wanna know when someone marries someone, when they have a kid, etc. As it is right now I get told when meadow Carpenter Rhodes makes another stupid sink unbreakable or when mags newbie learns that Knuckles The Echidna is rich.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 April 05, 09:03:27
I think i'm confused

I am pretty sure it was an awesomemod feature, but I can't find a way to be alerted to stuff. I wanna know when someone marries someone, when they have a kid, etc. As it is right now I get told when meadow Carpenter Rhodes makes another stupid sink unbreakable or when mags newbie learns that Knuckles The Echidna is rich.

Twallan's Super Computer does that.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 April 05, 15:52:03
Marriage announcements and baby birth announcements are also functions of awesomemod, but you have to set your config. The option is "Inform on Story Action".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2010 April 05, 22:28:31
I think "inform on story action" notifies you about skilling, marriages, and pollinations, but doesn't actually notify you about births.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 April 05, 22:35:43
I think "inform on story action" notifies you about skilling, marriages, and pollinations, but doesn't actually notify you about births.

That's because the newspaper tells you about births. Why would AS tell you about births if the newspaper already does this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 April 05, 22:54:32
I'd rather have a popup akshully, my sims never get the time to read the paper.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: snowbawl on 2010 April 05, 23:21:02
I'd rather have a popup akshully, my sims never get the time to read the paper.

Grab Buzzler's birth announcer in the Pudding Factory under "Event Notifiers".  Works like a charm.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 April 05, 23:34:03
I'd rather have a popup akshully, my sims never get the time to read the paper.
Mine don't even get the newspaper due to the lot I'm playing currently receiving no mailperson or newspaper child. They show up elsewhere, they just seem to have missed this lot on their route. I have a feeling it has to do with the mailbox placement but due to size constraints, it's stuck where it is.

That said, new issue: for some reason my graveyard isn't receiving tombstones. I witnessed a death and neither my controllable family or the family of the deceased had the option to manage graves. Using debug commands to view mausoleum inventory showed that nothing was in there, despite there being at least two deaths I'm aware of. I'm using the eqyptian mausoleum, but that shouldn't change anything.

Have others been having issues with this? I'm running up to current patches and the current version of awesomemod, but first death occurred before last patch and again, no mausoleum inventory back then. Is there a way to spawn tombstones for the deceased?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 06, 02:38:27
The newspaper informs on births? 0_o I wasn't aware the newspaper was good for...well, anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sablesasha on 2010 April 07, 05:38:25
The newspaper informs on births? 0_o I wasn't aware the newspaper was good for...well, anything.

 :o  For shame!

The newspaper is very handy! 

Find out who has moved into town, which family has moved house, so and so has died, who has had a baby.

Then of course there are the sales if your Sims are interested in taking a course i.e. gardening or logic.  What social events are happening around town.

Time wise, I make my Sims read it the moment they get home and then they just recycle it. On the way back in they pay the bills. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 April 10, 05:29:09
So, I'm trying Awesomemod, and I'm not quite sure how to see if its working or not, because I'm fairly sure I set Awesomemod to show relationships as Numbers, but they aren't showing up like that. I have the framework installed, another Awesome-made mod that I know works... so I'm not entirely sure wtf I'm doing wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 10, 06:56:53
Probably EVERYTHING since im pretty sure the instructions explicitly explain how to test if it is indeed working, but hey, whatever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cuthbert on 2010 April 10, 08:45:34
So, I'm trying Awesomemod, and I'm not quite sure how to see if its working or not, because I'm fairly sure I set Awesomemod to show relationships as Numbers, but they aren't showing up like that. I have the framework installed, another Awesome-made mod that I know works... so I'm not entirely sure wtf I'm doing wrong.

On 'Relationship' panel, you can see the thumbnail of the sims your sim knows. And relationship bar under each thumbnail. And a friendship status icon under the relationship bar. Move the cursor over that icon, and if AM is working properly you can see the number.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 April 10, 16:37:00
Yeah, it turns out that I mentally equated the config file with the actual AM package.

Of course, now I have other problems. The loading bar doesn't load at all, and the thread on installing the Framework (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.0.html) is as clear as mud.

'Copy the d3dx9_31.dll file into the Game>Bin folder of both the above directories'? Copy from where? After extracting the framework files into the directories in step 1, d3dx9_31.dll is already in the Game>Bin Folder. Same thing with Resource.cfg; that thread says to copy in files that, because of extracting framework files, already exist.

And that thread doesn't mention if I need to repeat this process for the HELS folder as well, and/or if I have to copy all my mod packages into each folder either...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 April 10, 16:43:31
You should have separate directories for your expansions and base. If you've found it in one Game>Bin, copy it from that location into the other Game>Bin so that it is in all directories.

EA>The Sims 3>Game>Bin
EA>The Sims 3 WA>Game>Bin
EA>The Sims 3 HELS>Game>Bin

You should originally find it in your base game Game>Bin.
You don't have to move your Mods folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 April 10, 21:05:33
Fair enough, that worked :)

I do have a small question, indirectly, about how vacations are treated, story-progression wise. If I have a family of Person A and B, and Person A goes on a Vacation, should I disable Story Progression while Person A is away so that Person B doesn't do anything in that time?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 April 10, 22:21:59
No. Vacations are in a magic world where no-one ages, no-one gives birth and the people left at home are frozen in time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 April 11, 00:42:01
Anyone know when Awesome Mod for us suckers with 3.2 is coming out?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 April 12, 02:30:44
Anyone know when Awesome Mod for us suckers with 3.2 is coming out?

It is out and available now from either here http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html or here http://beta.moreawesomethanyou.com/ts3/base/

The test version for 3.2 was removed a couple of days ago and the base version updated at the same time.  It appears that when Pescado updated AM for 3.2 on the main download he didn't update the thread to change the version numbers.

I have this version in my game, which is 3.2, and it works without any problems.  Just download and your good to go.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 April 12, 16:22:14
Good to know - I also saw your reply in the other thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 April 13, 06:13:18
As I understand it, making a household Sacred means story progression ignore them. Feel free to tell me if I'm wrong on that.

If I disable Sims 2 style aging, will Sacred households age with everyone else, or does the Sacred status prevent aging as well as story progression? Or are the two things entirely seperate?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 April 13, 07:53:18
As I understand it, making a household Sacred means story progression ignore them. Feel free to tell me if I'm wrong on that.
That is correct: Story Progression, either using EA or Awesome, will not affect Sacreds: They will not be chosen as targets for the story actions of others and they will not be the victims of story events. They will still wander about and do generic things, similar to TS2.

If I disable Sims 2 style aging, will Sacred households age with everyone else, or does the Sacred status prevent aging as well as story progression? Or are the two things entirely seperate?
Aging is unrelated to Story Progression. As TS3 time is unified, all sims will age together, but you can slow this down significantly by setting things to "Epic", which is roughly equivalent to playing 30 TS2 famblies in rotation, or use "TS2 Mode" to age like TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shelbo on 2010 April 13, 21:33:29
Uhh so I've been gone for a long time and updated everything, but the ctrl+shift+click isn't working on anything.....Am I doing something wrong? I entered showconfig in the cheat menu, and it shows that awesomemod is installed and working....soo I need a little help lol

I have version 1.11


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 April 14, 06:02:13
You have to enable the debug modes, as they are disabled by default. Where might you do that?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2010 April 14, 16:21:44
Spawnmoreoverlords does not seem to work anymore. It always says it's an unknown command.

Nevermind, it was the fact that my Awesomeconfig file was in the Compatibility Files part of my Mod folder. This Compatibility thing is getting very very annoying when placing mods. I hate Windows 7...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 April 14, 16:41:45
What "compatibility files"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 April 15, 02:05:23
Spawnmoreoverlords does not seem to work anymore. It always says it's an unknown command.

Nevermind, it was the fact that my Awesomeconfig file was in the Compatibility Files part of my Mod folder. This Compatibility thing is getting very very annoying when placing mods. I hate Windows 7...

What has Windows 7 got to do with anything?  Either save the config file directly to your mods/packages folder when you create it, or save it elsewhere then copy/paste or cut/paste and move it to the mods/packages folder.

I use windows 7 and have no idea what these Compatibility Files are you're talking about, and don't have any problems installing AM and the Config file in the right location.

Edit: fixed your/you're again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 April 15, 02:29:37

I use windows 7 and have no idea what these Compatibility Files are your talking about, and don't have any problems installing AM and the Config file in the right location.

Your = possessive (Like your avatar)
You're = You are

I am getting such a kick out of watching you do this time and time again, especially when I look at your avatar.  Thank you for the LOLZ.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 April 15, 02:43:32
I am getting such a kick out of watching you do this time and time again, especially when I look at your avatar.  Thank you for the LOLZ.

You are welcome.  Glad the mistakes are beneficial in some way.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jfgraves on 2010 April 15, 03:35:02
Merlin... I think the r-tard above is confusing compatability file with the compatability view.... LEARN HOW TO USE UR COMPUTER NOOB!!!!!!!!!!!!!!!!!!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 April 15, 12:19:24
Merlin... I think the r-tard above is confusing compatibility file with the compatibility view.... LEARN HOW TO USE UR COMPUTER NOOB!!!!!!!!!!!!!!!!!!!

Who's the n00b now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jfgraves on 2010 April 16, 00:54:40
Bite me Freezerburn! I was high off of pain meds when I wrote that!. Btw, nice avitar.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 April 16, 18:14:52
Bite me Freezerburn! I was high off of pain meds when I wrote that!. Btw, nice avatar.
And what is your excuse now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: soozelwoozel on 2010 April 16, 21:24:41
Also, what is with the cutesy r-tard? What an F**** cunt.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 April 17, 01:08:33
Bite me Freezerburn! I was high off of pain meds when I wrote that!. Btw, nice avatar.
And what is your excuse now?

Failure is not an option. I was about to poke him/her about that, but being an ESL makes me think that is some kind of slang.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 April 17, 01:35:41
Is there a feature (or, barring that, an Awesome-compatible mod) that allows users to see if a person is a Young Adult or Adult? It's slightly annoying to woo a person and find that your Sim is ~10 days to Adult and your potential love interest is ~5 days to Elder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 April 17, 01:37:10
Is there a feature (or, barring that, an Awesome-compatible mod) that allows users to see if a person is a Young Adult or Adult? It's slightly annoying to woo a person and find that your Sim is ~10 days to Adult and your potential love interest is ~5 days to Elder.

Well, this may not be a complete fix, but I like to "resetage" any sim I'm wooing to make sure that they are at least at the start of their adult phase.

edited for stupid error


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2010 April 17, 03:56:41
A feature in Twallian's Super computer allows you to see lists of all the sims in the hood who are of a given age.  I don't remember exactly what the path is from "Master Controller" but in the end you can get a nice list of everyone who is Adults, or eveyone who is YA.  Oh, and you can also click on the target sim and choose "Master Controller->Staus->Personal" and it lists a bunch of info about the target sim (I think it lists age since that would make sense).  You can also vew "Master controller->Status->Relatinship" to see how many sims they know and if they've been flirting with other sims.  You can also view thier family tree under the "Basic" menu.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElviraGoth on 2010 April 17, 23:00:26
Is the "Work on Late Homework" tone for sim kids at school no longer available?  I haven't really paid attention to this for awhile, so I don't know if it was borked with a patch or not.  I know there was a patch that kept this from being available if the "do homework" option wasn't available, so I guess I assumed that it got lost at that time.

I was trying to figure out how I could set up a default work tone for a couple of jobs, and in my poking around in awesomemod to see how the "late homework" was implemented, I noticed that the default work tones I was looking for were already set up in another function in there.  But my chosen sims don't get those default tones, whether I'm currently playing them or not.

So I decided to check on the homework at school tone for my sim kids, and none of them have it available.  They all have the default "normal effort".

Is it something I have to have set in the config?  Or do I have a conflict?  It seems that I did notice at one time, a long time ago, that my sim kids weren't getting the late homework tone any more, but I don't think I had any other mods at the time.  And I only have a couple of mods besides AM, anyway.

I couldn't find anything anywhere that discussed this.  I've been trying to figure out how to set up a default work tone for a couple of weeks so my playable but not current household sims would default to the tone I would give them if I was playing them, but my searches kept coming up short.  I finally was looking at a tutorial on core modding, which I really don't feel up to getting into at this time, when I found this function in AM.


Title: CAS slider scale multiplier
Post by: Pretentious on 2010 April 17, 23:41:43
It's strange...

I've downloaded AwesomeMod config multiple times, each time with different settings. But I still end up with 5 x range for CAS sliders (I did enable the sliders and deleted caches between each download). I've tried removing mods but it's not helping. It worked fine days ago but I can't figure out what caused this. I do remember how I had to uninstalled all the .Sims3Packs because of unwanted stuff in my game. I did install everything again plus a new world while having AwesomeMod left in the folders.

It's not the end of the world but I'm not used to it. So has anyone experienced this before? Any ideas how to fix this?


Title: Re: CAS slider scale multiplier
Post by: Claeric on 2010 April 18, 01:08:52
If only there was a thread for basic awesomemod questions.


Title: Re: CAS slider scale multiplier
Post by: lordrichter on 2010 April 18, 16:13:29
It's strange...

I've downloaded AwesomeMod config multiple times, each time with different settings. But I still end up with 5 x range for CAS sliders (I did enable the sliders and deleted caches between each download). I've tried removing mods but it's not helping.

Well, obviously, the 5x is set somewhere.  If it is not in the cache, it is in a configuration file.  Delete the cache and AM configuration file and the 5x will go away.  If you delete the AM config and the 5x is still there, you still have a AM config out there somewhere.  Find and delete.  Repeat as necessary.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mesha on 2010 April 18, 19:39:25
Is the most recent AwesomeMod dated 4/9/10? That's the one I downloaded today and I keep getting the message saying it's expired.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 April 19, 02:11:21
Clear your cache.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mesha on 2010 April 19, 22:26:14
Already done. Still getting the error.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 April 20, 02:25:28
Clear your browser cache, not game cache.  Common issue, asked and addressed many time previously.

Your browser is giving you the old cached version of the mod to speed up the download, it isn't actually downloading the new version for you.

The updated version doesn't expire until May, can't remember the exact date.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mesha on 2010 April 20, 18:50:56
Yes, I understood that. As I said, already done, still having the same problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Silent Dreamer on 2010 April 20, 19:24:30
Yes, I understood that. As I said, already done, still having the same problem.

Search for awesome.package on your computer and delete all instances of it. Then download a fresh copy of it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mesha on 2010 April 20, 19:49:58
Now I'm getting an error saying that it can't verify my disk.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 20, 20:15:14
Stop doing it wrong. Problem solved.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mesha on 2010 April 20, 20:58:26
Stop doing it wrong. Problem solved.
Wow. I'm sure if it was that easy, you wouldn't have been born.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 April 20, 22:24:39
Stop doing it wrong. Problem solved.
Wow. I'm sure if it was that easy, you wouldn't have been born.
I would give it an 8 for General Scrappiness, but the lameness of the comeback brings it down to a 5.5.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 20, 23:26:19
Does Awesomemod conflict with which traits are visible in CAS? I can't get any mods that make hidden traits visible (like the maid one, mummy, culture traits, etc) to work, and I'm guessing it's probably awesomemod. Is it? :(

And if so, would anyone know what I would change in the awesomemod package to get these things (and, hell, the custom awesome traits) to show up in CAS?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 April 21, 02:27:51
Do you really want to go into awesome mod and make changes on that level?

Changing the expiration date is one thing, but you are talking a more long term change with continued maintenance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 21, 02:50:44
It can't be that complicated.

If it is, then I will request an off/on config switch. Unless one already exists and I missed it...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 April 21, 03:01:11
AwesomeMod does not touch the main traits.xml file and there is no need to do so, as you can addtrait all the special traits without the need to resort to a cumbersome XML.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 21, 03:21:44
If that is so, then why do hidden trait showing mods not function when I am using awesomemod? :(

I guess I'll just play with it. I would like the awesomemod ones visible and pickable, I can figure it out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jfgraves on 2010 April 22, 05:13:38
Wait, Mummy Trait? How do I use that one?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 22, 06:30:32
I managed to get the awesome traits to show up, but am I right to assume most are unfinished/don't do anything?

Smackable, Uglybutt, Narcoleptic, Racist, and Blind don't seem to do anything. :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 April 22, 08:13:05
That would be why they don't appear, yes. You will have to wait until they are showcased in PUDDINGLAND before they will do anything, and using them is inadvisable because they may be removed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 April 22, 16:56:21
Well, those that do work don't appear either, so I didn't think non-appearing would mean non-functioning, unless you meant "dont appear randomly".

I quite like tealdeer, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 April 24, 19:59:04
I remember something about being able to do artificial insemination at the Science lot but when I checked out the Wiki I could find nothing. Did I dream it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 April 24, 21:52:12
JM hinted that he'd added it, but I've never been able to find or trigger it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2010 April 30, 18:39:04
I got a pop up message in game saying "2 sims have been run out of town!" while everyone on my lot were sleeping at night. I didn't know the game could do this, is it part of awesomemod or the base game? AM is the only game altering mod I have with the exception of simple ones such as objects, hairs and clothes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 01, 18:45:01
You'll have to be more specific, I don't recognize that particular message.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spookymuffin on 2010 May 01, 19:44:23
I'm pretty sure that that's a message from Twallan's story progression mod. Kittie, are you sure that Awesomemod is the only SP mod that you're running?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kittie on 2010 May 02, 13:22:35
Ahhh.. I had a couple Nraas files in there left over, though it wasn't the story progression one. It was the pollinator, inseminator and computer. I'm not sure if they would cause it but if the story progression would there's a good bet his other hacks might do something like that too. Thank you for bringing that to my attention.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 02, 15:13:49
Okay, here I go again... (Ready to be burned, but hopeful.)

I have the Base: 1.11.7 version of the game, and I installed AM using these http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479 (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479) directions. When I enter the game, everything is colored red, except the inside of a house if I go into live mode. Does anyone know what causes this and\or what I did wrong?

(http://img688.imageshack.us/img688/3525/redv.th.png) (http://img688.imageshack.us/i/redv.png/)

Thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 May 02, 15:26:19
Possible BFBVFS? Are you sure this is caused by AM? Or maybe AM clashed with other mod you installed? Try removing AM and run your game again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 May 02, 15:42:37
The sun has gone supernova!  Save the women and children!

I remember some people having this problem several months ago, but I don't remember a cause or cure.  With luck they will see this post and tell you how they fixed it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 02, 15:55:54
Possible BFBVFS? Are you sure this is caused by AM? Or maybe AM clashed with other mod you installed? Try removing AM and run your game again.

Removed AM, the red is gone, so yes this is an AM problem. So what's next?
I only have one idea, in the AM manual these are the instructions:

INSTRUCTIONS:
Place in TS3/Mods/Packages. Requires Hack Framework.
Install optional configuration package.
Delete the file MYDOCU~1/ELECTR~1/THESIM~1/scriptcache.package.

Which differs to the instructions in the how to install the FW & AM Thread http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479 (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479)

3.  Download a new copy of AwesomeMod, unzip it and copy the AwesomeMod file first into The Sims 3 directory.

So what do I do?

UPDATE

I tried using the install directions in the AM manual, now, I get this...

(http://img691.imageshack.us/img691/1410/black2z.th.png) (http://img691.imageshack.us/i/black2z.png/)

(http://img96.imageshack.us/img96/7011/blackdf.th.png) (http://img96.imageshack.us/i/blackdf.png/)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kazoona on 2010 May 02, 16:41:46
Okay, here I go again... (Ready to be burned, but hopeful.)

I have the Base: 1.11.7 version of the game, and I installed AM using these http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479 (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479) directions. When I enter the game, everything is colored red, except the inside of a house if I go into live mode. Does anyone know what causes this and\or what I did wrong?

*snipped pic*

Thank you.


The problem described in this thread sounds and looks similar: http://www.moreawesomethanyou.com/smf/index.php/topic,17625.msg509155.html . Did you check your graphics card drivers?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 02, 22:22:13
Okay, here I go again... (Ready to be burned, but hopeful.)

I have the Base: 1.11.7 version of the game, and I installed AM using these http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479 (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg504479.html#msg504479) directions. When I enter the game, everything is colored red, except the inside of a house if I go into live mode. Does anyone know what causes this and\or what I did wrong?

*snipped pic*

Thank you.


The problem described in this thread sounds and looks similar: http://www.moreawesomethanyou.com/smf/index.php/topic,17625.msg509155.html . Did you check your graphics card drivers?

I have read through the thread, checked my drivers and I did update them last month, I have GeForce GTS 250 version 197.45, so, any other thoughts?

UPDATE
I've removed AM, re loaded the pre-AM (clean) version of my game and everything is back to normal. I want to awesome my game... Just not sure how.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2010 May 02, 23:30:50
Try rolling back your drivers instead? I haven't seen these particular issues but when I updated to 197.45 I did start getting crashes to bluescreen nvblahblah.dll has failed. I rolled back to an older driver and haven't had any problems since. So it may actually be an incompatibility with the newer drivers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 May 03, 06:04:34
I had floating land when I inadvertently installed Riverview.sims3pack into a .dbc cache, as well as having Riverview.world in my 'worlds' folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 May 03, 12:24:04
Are you running other mods, and have you tried removing them and running AM on it's own, even with a fresh game rather than an old save.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 03, 12:32:08
Try rolling back your drivers instead? I haven't seen these particular issues but when I updated to 197.45 I did start getting crashes to bluescreen nvblahblah.dll has failed. I rolled back to an older driver and haven't had any problems since. So it may actually be an incompatibility with the newer drivers.

Hmm, I see. Okay I will check that out.

I had floating land when I inadvertently installed Riverview.sims3pack into a .dbc cache, as well as having Riverview.world in my 'worlds' folder.

Floating land? Ouch. I don't even have Riverview installed right now so I don't think that's an issue, but thanks.

Are you running other mods, and have you tried removing them and running AM on it's own, even with a fresh game rather than an old save.

Yeah, I recently thought of that, the only mods I have are things like Delphy's sliders, Johan sliders, but I didn't think that AM would conflict with regular downloads like hair, skin, clothes, accessories, patterns, etc, does it? Cause I have quite a bit of those.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 May 03, 12:46:24
Are you running other mods, and have you tried removing them and running AM on it's own, even with a fresh game rather than an old save.

Yeah, I recently thought of that, the only mods I have are things like Delphy's sliders, Johan sliders, but I didn't think that AM would conflict with regular downloads like hair, skin, clothes, accessories, patterns, etc, does it? Cause I have quite a bit of those.  

Try removing them anyway.  Some hairs have been know to cause problems at different times, and while it seems a direct conflict with AM is unlikely, anything is possible.  I use some of the sliders, and no problems, but the best way to troubleshoot is to try everything, no matter how small or inconsequential it may seem.

Drop ALL mods/CC except for AM, clear the caches, then start a fresh new game and see what happens.  If the game runs properly, try adding the mods/CC slowly and keep checking until you can identify where the problem is.  A fresh new game helps eliminate a dying game as the problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 03, 13:00:50
Are you running other mods, and have you tried removing them and running AM on it's own, even with a fresh game rather than an old save.

Yeah, I recently thought of that, the only mods I have are things like Delphy's sliders, Johan sliders, but I didn't think that AM would conflict with regular downloads like hair, skin, clothes, accessories, patterns, etc, does it? Cause I have quite a bit of those.  

Try removing them anyway.  Some hairs have been know to cause problems at different times, and while it seems a direct conflict with AM is unlikely, anything is possible.  I use some of the sliders, and no problems, but the best way to troubleshoot is to try everything, no matter how small or inconsequential it may seem.

Drop ALL mods/CC except for AM, clear the caches, then start a fresh new game and see what happens.  If the game runs properly, try adding the mods/CC slowly and keep checking until you can identify where the problem is.  A fresh new game helps eliminate a dying game as the problem.

Okay. I will do that, but I just have two questions, (and this is where I get burned) In the AM download thread, there are 2 zip files; mirror 1 & mirror 2, is there a difference between the two? And where do I put the AM file, in the Mods folder or the base Sims 3 folder? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2010 May 03, 15:32:59
Both links are for the same file. Install the awesome.package file (and the config if you use it) into your mods/packages folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rolfy on 2010 May 03, 15:59:36
Both links are for the same file. Install the awesome.package file (and the config if you use it) into your mods/packages folder.

Thank you.

UPDATE
Are you running other mods, and have you tried removing them and running AM on it's own, even with a fresh game rather than an old save.

Yeah, I recently thought of that, the only mods I have are things like Delphy's sliders, Johan sliders, but I didn't think that AM would conflict with regular downloads like hair, skin, clothes, accessories, patterns, etc, does it? Cause I have quite a bit of those.  

Try removing them anyway.  Some hairs have been know to cause problems at different times, and while it seems a direct conflict with AM is unlikely, anything is possible.  I use some of the sliders, and no problems, but the best way to troubleshoot is to try everything, no matter how small or inconsequential it may seem.

Drop ALL mods/CC except for AM, clear the caches, then start a fresh new game and see what happens.  If the game runs properly, try adding the mods/CC slowly and keep checking until you can identify where the problem is.  A fresh new game helps eliminate a dying game as the problem.

I started a clean version of the game, no CC- just AM, and the same thing happened, but I figured out what was wrong. When I downloaded AM I also downloaded the framework zip found here http://www.moreawesomethanyou.com/smf/index.php/topic,15184.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15184.0.html), I put the d3dx9_31.dll file into TS3\Game\Bin folder, the resource.cfg file AND the DDFMap.txt notepad into TS3\Mods\Packages folder. When I deleted the DDFMap.txt file and threw it into the garbage, I went back and re-loaded the game and it worked perfectly... with AM installed.

I am now going to update my game to WA, and re-add my CC (step by step of course) and see if it still works.

Comments?

UPDATE
I am now... AWESOME! Finally!
My game is now completely updated, TS3:WA version 2.6.11. AM is in my game and there is no black or red screen. I'm quite positive that the problem was that DDFMap.txt. included in the framework zip on-site, now that I have not used it, everything seems to run smoothly.

Thank you to all that responded,

Rolfy AKA: AWESOME 8)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FantaaOrange on 2010 May 06, 19:54:03
My awesome mod expired, so I downloaded the update from this thread (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html) and replaced the old awesome mod with the new one.
But when I load the game it still says it has expired. I have already downloaded the 1.11/2.6/3.2 patch from the Sims 3 website. Is the newest awesome mod not compatible with that yet? Please help me, I've spent all day looking for this. I can't play the Sims until I fix this, because once you go awesome mod you can't go back. I'm going to have to lose all my saved games if I want to play it again. Please help me, I've searched everywhere. Thanks (:


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 May 07, 19:52:50
This has been covered. I think the last time someone came whining about it they were told to clear their web browser cache and re-download.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: FantaaOrange on 2010 May 08, 11:00:30
I've done that and it still says it's expired.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 08, 11:08:48
If it still says that, you've pulled a Ness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainbow_Brite on 2010 May 12, 02:20:46
I've done that and it still says it's expired.

You need to overwrite the old files with the new AM files that you downloaded. If that doesn't work, make sure you update your aweconfig.package file as well (if you use it). Also to be safe, I would delete all of your caches: CASPartCache, compositorCache, scriptCache and simCompositorCache. You can find them in C:/My Documents/Electronic Arts/The Sims 3. I do this anytime I add new mods to the game or update anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rampancy on 2010 May 15, 04:55:06
Is there any way to adjust the rate in which uncontrolled Sims hook up with each other? I extended my Sims life a bit, but its Search For A Mate is stymied by the fact that everyone, it seems, already has a partner.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 May 18, 14:32:34
I noticed one thing that I assume is some new behaviour: When my played Sims encounter an NPC with the green smelly cloud, after a few Sim minutes this cloud disappears together with the negative moodlet of having met a smelly Sim. Is this a new AM feature?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 18, 20:47:25
No, that part is probably normal.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 May 19, 20:03:10
No, that part is probably normal.

But has it always been like that? Because I'm pretty sure that in the past (pre 1.11) I had to activate afflicted Sims and have them take a bath, otherwise they would have carried those clouds with them forever. Hm, this makes me wonder if some autonomy tuning mods I had used in the past may have supressed these clean-up routines and may therefore also have been responsible for my starvation issues that I haven't experienced yet in my recent games either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 May 21, 05:45:04
How does the Backtowork command work? Whenever I use it, my sims still can't go to work on days off, it still says "x day(s) and y hour(s)", I can't drive there or go there using the job panel or the rabbit hole.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 21, 06:23:11
Kills all forced vacation days, such as from Maternity Leave.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 May 21, 06:34:45
Oh, I thought it tricked the game into thinking it was a work day. That's all I've been trying to use it for. :( I hate using the weekend to get performance requirements up but then having to wait a day to get back to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 21, 09:39:40
That is a very workaholic attitude. I approve.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 May 21, 15:19:20
Would it be possible to make that an added function, or do jobs and days totally not work that way?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 May 21, 22:15:09
Give them the workaholic trait and they can work from home any time you want them to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Elvie on 2010 May 22, 02:10:56
If you don't want to wait to go back to work, you could always try asking your boss for a promotion if your job meter is full and you have a good relationship.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 May 22, 19:15:00
...You can ASK for promotions?

I cannot believe that I learn something entirely new about this game pretty much constantly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 May 23, 05:35:47
...You can ASK for promotions?

I cannot believe that I learn something entirely new about this game pretty much constantly.

RTF.. er, don't bother. The manual sucked.

Two ways to do this: invite the boss over and one of the interactions is "ask for raise." The other way is when the sim is at work you can click on the rabbit hole and one of the options is "ask for promotion."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Scroll on 2010 May 28, 09:12:58
I wanted to swipe a car with my klepto but could not see a single car parked anywhere in my town.

I was wondering why sims aren't parking outside their houses (their own houses) or outside community lots. The awesomemod feature "Disallow Visitor Residential Parking" only prohibits them to park outside residential lots belonging to others but not their own or community lots?

Is the only way to solve this to edit town and place cars on lots?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 28, 11:40:01
I wanted to swipe a car with my klepto but could not see a single car parked anywhere in my town.

I was wondering why sims aren't parking outside their houses (their own houses) or outside community lots. The awesomemod feature "Disallow Visitor Residential Parking" only prohibits them to park outside residential lots belonging to others but not their own or community lots?
Yes, anti-visitor-res-parking only prevents visitors from parking their cars on your home lot, preventing you from build/buying on the lot properly as there is this foreign vehicle stuck there, taking up your parking spot and generally causing trouble. It has no effect on community lot parking. The lack of cars parked anywhere in town is caused by a separate phenomenon, the EAxian "NPC Motor Pool". Sims not in possession of their own cars will drive "fake" cars borrowed from the NPC motor pool for visual effect, so they aren't all seen in taxis everywhere, and these virtual vehicles never park, they just disintegrate, as they are not "real" vehicles that belong to anyone.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 May 28, 13:19:51
Similar to spawnmoreoverlords, would it be possible to make a command which spawns more vehicles? It'd be nice to have a quick way to dump a car in the inventory of every teen and up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 28, 22:29:09
Similar to spawnmoreoverlords, would it be possible to make a command which spawns more vehicles? It'd be nice to have a quick way to dump a car in the inventory of every teen and up.
This is not particularly practical. Additionally, it is unnecessary: The game already spawns temporary-vehicles for any NPCs who want to travel somewhere, so that they don't all use taxis. Since an automatic-vehicle-giver would simply give the same vehicles anyway, or else they would all receive clone vehicles, the only function this accomplishes is filling inventories with junk and thus increasing memory usage. The cash is there if you want to buy them a vehicle of your choice, and if you don't want to be bothered, the game gives them a virtual vehicle to remove the ugly aesthetic of everyone using a taxi.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GameBeBorked on 2010 May 29, 07:31:09
Someone tell me where I fucked up, please. Running most recent AwesomeMod on arrrrh'd TS3/EP1/SP1. The only other mod is Johna's slider additions from MTS2.
If I don't fix it, will my game eventually explode into a huge fiery ball visible from space?

(http://i48.tinypic.com/2la9d1l.png)

The weird thing is, the game seems to work perfectly fine if I press ignore. I played for two and a half hours before it eventually crashed while I was fucking around in some French tomb, but that is probably unrelated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 May 29, 08:14:06
Patch your game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 May 29, 11:27:09
Someone tell me where I fucked up, please.

You forgot to search.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 May 30, 04:22:45
I read somewhere there is a hotkey function for cheats, but I now I can't find it anywhere.  I'm hoping I can find a mod that allows me to switch between my active households using a "next" hotkey.  Has anyone heard of this before?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2010 May 30, 20:29:51
Is "RegenerateBooks" still the right way to restock books in the library? The bookshelves in the library of my current testing 'hood got eaten by ... something. I placed new bookshelves and used the regeneratebooks cheat, but it didn't do anything. There's probably something borked, but what?

I noticed that I can click on pregnant sims in labor who are total strangers to my active sim and escort them to the hospital. Is this supposed to be possible or is it a failing interaction test?

Is "TowDerelicts" supposed to destroy stuck bikes too?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Rainbow_Brite on 2010 May 30, 22:50:25
I read somewhere there is a hotkey function for cheats, but I now I can't find it anywhere.  I'm hoping I can find a mod that allows me to switch between my active households using a "next" hotkey.  Has anyone heard of this before?

Here is the 'Auto Cheater' for TS3. It allows you to set hotkeys from F1 to F11 for chosen cheats. Also, next time use GOOGLE. I found this in less than two seconds.. "You may switch instantly between the Chosen households with CRTL-RClick if the 'Supreme Commander' playmode is enabled".

http://www.modthesims.info/download.php?t=351293


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 May 31, 00:15:15
Is "RegenerateBooks" still the right way to restock books in the library? The bookshelves in the library of my current testing 'hood got eaten by ... something. I placed new bookshelves and used the regeneratebooks cheat, but it didn't do anything. There's probably something borked, but what?

From what I can tell, regeneratebooks refills the shelves with what should be there, based on what was there before.  If you simply added new shelves and didn't stock them with extra books, I imagine the cheat would simply replace what WAS already there.  You might need to stock the bookshelves with all your skill books first for the game, and cheat, to know what needs to go where.

Just a thought.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Hitomi Valentine on 2010 June 06, 02:05:24
Recently due to a stupid mistake on my part I ended up accidently uninstalling my game. Upon reinstalling my game and putting all my mods back in place when I start the game I get the error message: "it looks like you have installed an unofficial game modification that does not match your current version of the Sims 3. We reccomend that you either uninstall these game modifications or get updated versionsof them - otherwise you may experience chrshes or significant bugs." When I take awesome mod out the error message goes away.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 June 06, 02:22:36
Yes, it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 June 06, 02:25:51
Recently due to a stupid mistake on my part I ended up accidently uninstalling my game. Upon reinstalling my game and putting all my mods back in place when I start the game I get the error message: "it looks like you have installed an unofficial game modification that does not match your current version of the Sims 3. We reccomend that you either uninstall these game modifications or get updated versionsof them - otherwise you may experience chrshes or significant bugs." When I take awesome mod out the error message goes away.

Search.  This has been mentioned Christ knows how many fucking times all over the place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Barbara Walters on 2010 June 12, 23:00:36
I was loading up a test save with awesomemod and after messing around I removed the save but completely forgot to take out awesomemod. I put back in a fresh save I was using that had never been in contact with awesomemod and saved it while awesomemod was still in the mods folder. Is this save game gonna be messed up? I never used any of the features of the mod if that is of any importance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 June 12, 23:36:38
Simply loading the save with awesomemod in your mods folder means that it has indeed used awesomemod. Some features cannot be turned off or are not activated with a click and are automatic, and your file is more likely than not now "awesome".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 June 13, 14:56:17
This is wrong: LOADING the save has no effect on it. If you load a save that did not use AwesomeMod, nothing actually happens to that save unless you save over it with AwesomeMod. It is possible to remove AwesomeMod from a save that was saved with it, but you will have to safely "park" the game first by typing "uninstall" into the console while the game is paused.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2010 June 22, 13:23:11
Is the spawnmoreoverlords-command supposed to work? I know it's a debugging command, but when I use it, all other households get a 'There's nobody home right now...'-tooltip when I try to visit them. I also can't switch to them when CTRL-clicking. I use the command because I want a random town when I start a new game, instead of those stupid premade townies. The only way to make my game work properly is switching to every household via Edit Town. Is this behaviour a bug or is the command working as intended?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 June 22, 17:14:08
if Testingcheats is not enabled, SpawnMoreOverlords won't do anything. Make sure it's on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2010 June 22, 17:28:04
if Testingcheats is not enabled, SpawnMoreOverlords won't do anything. Make sure it's on.

You're WRONG, Claeric, as expected.
You have to enable DebugCommands in AwesomeMod. And I did enable it. But spawnmoreoverlords just doesn't work as I expect. But maybe it just has to work like this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nienor on 2010 June 23, 00:49:36
FWIW, basbas, I've seen the exact same behaviour you describe, that is spawned sims not appearing in game unless you switch to them in Edit Town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ladyday on 2010 June 23, 01:28:23
Hey guys,

How do you play without the disc? I tried searches with "no cd" "no disc" "ts3.exe" but I can't find anything.

Thanks for your help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2010 June 23, 02:05:18
Step 1: Install AwesomeMod.
Step 2: If the game asks for a disc, you did step 1 wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 June 23, 02:16:47
Step 1: Install AwesomeMod.
Step 2: If the game asks for a disc, you did step 1 wrong.

or configured AM wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 June 23, 02:17:47
Hey guys,

How do you play without the disc? I tried searches with "no cd" "no disc" "ts3.exe" but I can't find anything.

Thanks for your help.

Use MotokiBoot.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 June 23, 02:39:19
FWIW, basbas, I've seen the exact same behaviour you describe, that is spawned sims not appearing in game unless you switch to them in Edit Town.
They appear, but the maptags need to be refreshed, otherwise you won't see their maptags right away. Switching to Edit Town will refresh the map tags


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2010 June 23, 10:50:38
The maptags do appear, but the Sims themselves don't. When I click the map tag, the "Visit the Peasant-household"-option has been grayed out and the tooltip says "There's nobody home right now...". In Edit Town, it appears that they just live there, but they don't. When I switch to them via Edit Town, the game loads the household properly. I can't switch to them using the Awesome-way. It just takes a lot of time to switch to every household in town via Edit Town.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 June 23, 13:18:22
The maptags do appear, but the Sims themselves don't. When I click the map tag, the "Visit the Peasant-household"-option has been grayed out and the tooltip says "There's nobody home right now...". In Edit Town, it appears that they just live there, but they don't. When I switch to them via Edit Town, the game loads the household properly. I can't switch to them using the Awesome-way. It just takes a lot of time to switch to every household in town via Edit Town.

Are you sure the sims are actually at home, and not at work/school/walking the neighbourhood?  Sometimes it can be difficult to actually catch sims at home.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2010 June 23, 13:36:32
The maptags do appear, but the Sims themselves don't. When I click the map tag, the "Visit the Peasant-household"-option has been grayed out and the tooltip says "There's nobody home right now...". In Edit Town, it appears that they just live there, but they don't. When I switch to them via Edit Town, the game loads the household properly. I can't switch to them using the Awesome-way. It just takes a lot of time to switch to every household in town via Edit Town.

Are you sure the sims are actually at home, and not at work/school/walking the neighbourhood?  Sometimes it can be difficult to actually catch sims at home.

Wouldn't the tooltip say something like "Sim is out at the moment" then?
When I type in the babyboom command after spawnmoreoverlords, I can switch to the other households. They only contain a baby and a toddler then, and not the 'overlords'.
Also, when I save the game and load it again, all houses are just empty, with the standard "Nobody lives here"-tooltip and the empty house-icon next to the cursor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 June 23, 13:47:44
Will look into it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2010 June 23, 20:29:12
[...] When I click the map tag, the "Visit the Peasant-household"-option has been grayed out and the tooltip says "There's nobody home right now...". [...]

Wouldn't the tooltip say something like "Sim is out at the moment" then?

What, exactly, is the difference between "There's nobody home right now" and "Sim is out at the moment"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2010 June 24, 00:53:13
Would the exploding auto payment of bills shortly after delivery be a cleverly crafted task of RHOG? I've only enabled it for the first time this go round due to the advent of laundry so am unfamiliar if it's that or something else that snuck in?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 June 24, 03:32:30
RHOG automatically pays and banishes bills, just as if you had clicked the popup to pay them, yes. Since bill payment can be performed through player action without a cost in sim-time, it is included as part of RHOG, which covers all such tasks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2010 June 24, 10:10:15
What, exactly, is the difference between "There's nobody home right now" and "Sim is out at the moment"?

Well, that's the weirdness. I've never seen "There's nobody home right now" before. I only see it when using spawnmoreoverlords. It seems like the only data the game knows, is the name of the household and the family thumbnail, nothing more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2010 June 27, 16:54:30
Are the setfitness and setfatness commands still in awesomemod?  They used to work, but I can't get them to work anymore.  If they were taken out, what is the current accepted method of permanently changing my sim's body type?

EDIT 6/30: In case anyone else wonders, twallan's supercomputer contains the option.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Barbara Walters on 2010 June 30, 21:17:33
How does the addlotsize command work exactly? See, I tried typing in "addlotsize 25x30" in the cheat console but it says it's not a recognized command. Any help would be appreciated, thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 01, 01:57:54
Put a space in there or omit the x entirely. The parser is a bit twitchy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 01, 04:00:51
The parser is a bit twitchy.

Speaking of, I don't think "addtrait Photographer's Eye" is recognized in the console. I tried several ways with no luck, eventually editing traits in CAS to make that 1 of the 5 and addtrait-ing one that IS recognized.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 01, 04:04:08
Usually the best way to get an addtrait to take is to chop off all punctuation and spaces from the trait name, as this is how the internal variables are.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 01, 04:05:25
Usually the best way to get an addtrait to take is to chop off all punctuation and spaces from the trait name, as this is how the internal variables are.

I could swear I did that...but I'll try again next time I fire up the game.

Come to think of it, I may have dropped the apostrophe but not the space.  :-\ Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 July 01, 16:46:40
Is there a way with AwesomeMod to make sims that are genetically related to your existing sims, but not children?  Let's say I have a sim, and I want to make a sibling or parent for them.  Can it go backwards without starting over with the most ancestral sim and working your way down?  I thought I read about something like this, but I don't remember where.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 01, 19:38:28
Awesomemod has been downloading for 24 minutes. It is only at 16%. The download speed is getting slower with each passing minute and the ETA just keeps on going up. This is less than a 5mb file...this is ridiculous. Is this happening to anyone else?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 01, 20:34:39
Awesomemod has been downloading for 24 minutes. It is only at 16%. The download speed is getting slower with each passing minute and the ETA just keeps on going up. This is less than a 5mb file...this is ridiculous. Is this happening to anyone else?

No, it's coded especially for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 01, 20:51:09
Awesomemod has been downloading for 24 minutes. It is only at 16%. The download speed is getting slower with each passing minute and the ETA just keeps on going up. This is less than a 5mb file...this is ridiculous. Is this happening to anyone else?

No, it's coded especially for you.

 :D

As I am sure most people have noticed, the site has been slow at times lately (for which I smell some TSR shenanigans). I find that if a download from alpha is going slow then switching to beta usually helps or vice versa.

If that doesn't work you just have to deal and it will pass.

Or nuke TSR's headquarters.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 01, 20:52:41
Alpha won't even attempt to load.

Beta is still downloading. I really, really hope the rar doesn't end up being corrupt or something when it finishes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gryzon on 2010 July 01, 21:30:24
Hi.
Im Newbie in this theme so can you simple tell me what i need to run Awesome Mod ?
I have basic Sims 3 ver.1.6.6.... without any additives.
I know about package i have monkey program and package folder and run som others mods.

I dowloaded awesome.zip (unziped) & d3dx9_31.dll and put them in corect folders.
I delete others mods from package directory and its still dont work   :o

P.S. sorry for my english


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2010 July 01, 22:34:41
If you do it right that's all you need - the correctly installed framework and the mod in the right place. If it isn't working you didn't do it right. All I can suggest is take it all out, read the instructions again and do it over.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 July 01, 22:35:42
You need base TS3 1.12 for the public release, and 1.11 to use old AM as indicated in the download thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gryzon on 2010 July 01, 23:00:14
Older version ? Hmm... but older version have lots of bugs. I try uninstal whole game and see.
THX anyway  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2010 July 02, 07:34:50
1.12 should be the newest version. Have you made sure you applied all the patches?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 02, 18:19:05
gryzon you aren't getting it and reinstalling will not help. Let's look at your reply again:

I have basic Sims 3 ver.1.6.6.... without any additives.

Then Funkilla's:

You need base TS3 1.12 for the public release, and 1.11 to use old AM as indicated in the download thread.

He is not telling you to use an old version, he is saying as it says clearly in the thread where you download awesomemod you must have the base game 1.12 to use the latest awesomemod. If you want to use the old version of awesomemod you need 1.11.

You have 1.6. It is YOU that have an old version of the game.

You need to patch your game or you can't use awesomemod. It's as simple as that.

Also, if you do patch to 1.12 then you need to read up on the new procedure for installing mods. They get placed in a different directory as of base game version 1.12.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2010 July 02, 19:22:19
To be fair, the poster is clearly ESL; 6 < 12 but .6 > .12 usually, because .6 > .1, so 1.6 should be a version number higher than 1.12, except EA treats them like two separate cardinal numbers instead of a single decimal number.

Anyway, the problem is that 1.6 is an older version than 1.12.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aldonn on 2010 July 02, 19:26:36
I can't download it at all. When I go to download it, it just takes 5 minutes to try and load and finally gives up and says page can not be displayed. It's been doing this for 2 days now, which sucks cause my previous version expired so I can't play the Sims!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 02, 20:07:30
Keep trying Aldonn, the problem this weekend is with the hosting provider.

Do feel free to SUPPORT THE MUNICIPALITY (http://www.moreawesomethanyou.com/smf/index.php/topic,17949.0.html) peoples, if you want to keep MATY ticking over.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cleaner on 2010 July 02, 20:30:53
I know it has been asked on the previous page already, but how exactly do I add custom lot sizes to my neighborhood? Whenever I use the addlotsize command I get a message stating "Unknown command: addlotsize". I tried capitalizing, leaving spaces, adding spaces, everything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 02, 20:56:59
Did you also see Pescado's answer? He said the parser is twitchy and you need to leave out the 'x' and so on. I guess you just keep trying or use the format he suggests.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 02, 22:54:18
The format

addlotsize # x #

works fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cleaner on 2010 July 02, 23:30:14
I tried every combination I could think of like I said, with spaces, without spaces, with x, without the x, with apostrophe, without, and so on. The command "addlotsize" alone, without any parameters, is already causing the "command not found" error. I tried it also after turning on the debug mode via "setconfig" in the game and it didn't help either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 July 03, 02:51:26
To be fair, the poster is clearly ESL; 6 < 12 but .6 > .12 usually, because .6 > .1, so 1.6 should be a version number higher than 1.12, except EA treats them like two separate cardinal numbers instead of a single decimal number.

Anyway, the problem is that 1.6 is an older version than 1.12.

Yeah, because the first number indicates the game, and the second number usually indicates the number of the patch in precession. It's not meant to be read a decimal number.

Anyway, the problem still exists. OP needs to patch the game to either 1.12 or 1.11 to use AwesomeMod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 05, 01:58:18
Addlotsize is currently classified as a debug command, so you can't use it unless you enable debug commands. It will be regular in the next version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2010 July 07, 18:24:51
Is the refrigerator bug back? I always buy the second most expensive fridge because I like its looks better than the most expensive one. The Sims had a party and three guests brought food. I (not the Sims) put the food in the fridge right away by grabbing and dragging it to the fridge. The pizza guy just put the pizza on the ground and stood around listening to the guitar playing until all the guests had left. I directed one of the Sims to put the unopened pizza box in the fridge. Later, the pizza guy actually asked for the money for the pizza. The next morning, one Sim got a slice of pizza and started to eat it. Then it went bad. All the leftovers from the party that had been in the fridge went bad. Is this a result of the latest AM coding or that old EA fridge bug back again? (I normally place my legacy family with the chef reward fridge and replicators, and I thought that fridge bug was fixed a long time ago.)

I must add that I did temporary place the fridge in inventory as I was adding onto and rebuilding their house after the birthday party ended. (I needed to add another bedroom for the birthday boy and decided it was time to add a kitchen, living room, and second bath as well.) I checked that the food was still good when I took the fridge out of inventory and put it in the new kitchen. Yet, it didn't stay that way beyond its normal shelf life (as if it had been left out of the fridge). So, placing a fridge in inventory appears to be the culprit, but I just thought I'd ask.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 09, 10:41:49
Removing the fridge probably caused the household fridge modifier to reset to 1, so you got no preservation bonus. Don't remove the fridges.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2010 July 10, 17:48:44
I just had a bunch of shit happen to my game after EA's newest patch.  I'm manually patching my game at this point and I was wondering how high I should go up the patch list to keep running AM...?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 10, 21:38:28
All the way up, honey, all the way up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2010 July 11, 00:31:32
I seem to have gotten the game to work, finally...no thanks to EA, ofcourse.

The folders under Documents/Electronic Arts/Sims 3 have changed.  They only have Downloads, Installed Worlds and SigsCache now.  Do I still put AM in my custom Mods/Packages folder or do I put it in the Downloads one EA provided?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 11, 00:55:36
I seem to have gotten the game to work, finally...no thanks to EA, ofcourse.

The folders under Documents/Electronic Arts/Sims 3 have changed.  They only have Downloads, Installed Worlds and SigsCache now.  Do I still put AM in my custom Mods/Packages folder or do I put it in the Downloads one EA provided?

In a nutshell, officially EA now wants you to put packages in My Documents/Electronic Arts/The Sims3/Mods/Packages (yes you do have to create the Mods/Packages directories yourself). You also need to get an updated resource.cfg as the paths have changed and place it in the Mods folder.

Unofficially, the old way in Program Files/Electronic Arts/The Sims 3/Mods/Packages still works.

It has been discussed many times here already. If you need more detailed instructions than that and are unable to find it here or don't feel like looking I suggest going to Mod The Sims as they have extensive help information that is kept up to date on setting up your game so mods work correctly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2010 July 11, 01:05:58
Thanks for the help!  I actually had it set up that way but some of my folders got messed up after I re-downloaded all my games (after the stupid patch). 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 11, 01:53:10
The "Downloads" folder is for Sims3Packs. The launcher puts copies of them there once you install them/reads from there to see if there's any that aren't installed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 11, 02:00:37
The "Downloads" folder is for Sims3Packs. The launcher puts copies of them there once you install them/reads from there to see if there's any that aren't installed.

The launcher does not put copies of sims3packs in the Downloads folder once they are installed. They are the original sims3packs that the user placed there. Once installed, the sims3packs may be deleted from the Downloads folder if the user wishes. The DCCache folder holds the .dbc database files containing all the sims3pack material. This should not be deleted. The DCBackup folder contains backup package files. These may be deleted to save space.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 July 11, 23:10:01
Shoaty Vole is the new RainbowTigress.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 11, 23:38:26
I know for a fact that my downloads folder is loaded with sims3packs I have never put in there, but installed from the desktop.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 11, 23:41:20
The launcher does not put copies of sims3packs in the Downloads folder once they are installed.
Yes it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 12, 05:02:16
The launcher does not put copies of sims3packs in the Downloads folder once they are installed.
Yes it does.

Are they truly copies though or does it just leave the original file there once it's done installing it?

I mean why would it install a sims3pack, delete it, then put a copy in back in the same directory it came from in the first place? That's asinine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2010 July 12, 08:18:10
When I was using the launcher to install I would simply click on a Sims3pack wherever it was and the launcher would pop up. When it had installed the file/s I had (in addition to my original Sims3pack) dbc files, package files and another Sims3pack in the 'appropriate' places.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 12, 08:36:27
Are they truly copies though or does it just leave the original file there once it's done installing it?
If the file is already there, it will be used. If the file is not there, it will be PUT there, and used.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 12, 13:56:37
Are they truly copies though or does it just leave the original file there once it's done installing it?
If the file is already there, it will be used. If the file is not there, it will be PUT there, and used.

Ah makes sense. I always put the files in the downloads directory and then run the launcher so I never noticed. In fact, I forgot about that double click on the sims3pack to install functionality. Then that leaves the original copy, a copy in downloads, a copy in DCBackup and a copy installed in a dbc file in DCCache. Redundancy much EA?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 12, 14:01:20
Don't forget the original, pre-decrapified version, as crapified files won't install.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 12, 21:47:02
Ah makes sense. I always put the files in the downloads directory and then run the launcher so I never noticed. In fact, I forgot about that double click on the sims3pack to install functionality.

Yeah, same. I also forget n00bs put things all over PCs instead of in the correct places.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BlueChicken on 2010 July 12, 22:01:49
Okay... so I saw the latest update...

Quote
NEW UPDATE: 1.14.11/2.9.10/4.2.32
Fixed Invisible Bike Crash
Stylist and Ghost Hunter Automation Added to SC - More Soon
Fixed Level 10 Mass Boss Generation Spam

So I updated the game... but can't actually download the updated Awesome Mod?  ???



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 12, 22:13:07
Okay... so I saw the latest update...

Quote
NEW UPDATE: 1.14.11/2.9.10/4.2.32
Fixed Invisible Bike Crash
Stylist and Ghost Hunter Automation Added to SC - More Soon
Fixed Level 10 Mass Boss Generation Spam

So I updated the game... but can't actually download the updated Awesome Mod?  ???

I don't understand what you are getting at? Are you saying the link to download Awesomemod is not working for you or are you questioning that it's been updated for 1.14/2.9/4/2 etc?

The link works for me and if you updated your game with the latest patch then those are the version numbers he is refering to in that update info so yes you should be able to use it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BlueChicken on 2010 July 12, 22:20:31
I don't understand what you are getting at? Are you saying the link to download Awesomemod is not working for you or are you questioning that it's been updated for 1.14/2.9/4/2 etc?

The link works for me and if you updated your game with the latest patch then those are the version numbers he is refering to in that update info so yes you should be able to use it.

The download link is for 1.14/2.9/3.5/4.2, which is the last patch... I have updated to 4.2.32, which Pescado said he updated for - yet the downloads don't link to it... I tried downloading from that link anyway and my game gave me a weird error message saying I had a mod in my game that was unsupported for my version level.

I removed Awesome mod... and while typing this message retried downloading and installing for the third time... and *sigh* this time it worked... so now I need to get mad at my computer instead  >:(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Telraven on 2010 July 13, 01:33:59
Quick question about the latest update. Where it says: "Fixed Level 10 Mass Boss Generation Spam", is that this same problem I ran into a week or so ago?

I had a Sim who was at the top level of the Culinary career, and when she was at work, whenever I would select the 'suck up to boss' mode, it would add a new boss to her relationships and she would do it for a minute or so, then go back to the default work mode. This was a never-ending loop, and added something like 5-10 people to her relationships before I gave it up as a bug and stopped trying to have her suck up to the boss.

Edit: Forgot to add that it only added a new boss when I selected the suck up option. And her relationship with the boss is one of the criteria that affects her work performance.


Edit #2: Crap. Nevermind... I think I found this in the AM bug report thread. I hate it when I find the answer on my own right after I ask the question. Asking is usually a last resort for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 July 13, 01:42:46
I just don't understand this.  Why would anyone want to suck up to the boss at level 10?  Either you ARE the boss, or you are already too high on the ladder to care.  Why bother selecting the option at all.  Why is the option even there?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 13, 02:06:19
Faster raises.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsplayerIIIm on 2010 July 14, 13:21:52
Where do you find updates for awesome mod?

Been getting the message it will expire 15 july 2010, 3:47 and I should get the latest version.  It will be the 15th of July in Australia in approx 40 minutes time, and I don't see any updates anywhere obvious.  Originally downloaded from first post here --> http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html)

(http://a.imageshack.us/img684/9696/expirywarning.gif)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alaira on 2010 July 14, 16:32:05
Pescado updates the first post frequently, he just doesn't always post in the thread.  Re-download from the same place you got it from last time, and it should be a more recent version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2010 July 14, 19:30:40
I am also getting the message for awesome mod being expire, its says it has expires on 7/13.  I downloaded again and overwrote the old one, but I am still getting that message and it forces me to close the game. I even tried downloading it picking a different mirror just incase the first one was a dud, then checked to make sure they didnt have a new patch I diid not know about and they did. Perhaps that was the problem? I have not installed it yet since I have yet to find anything good said about it yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 14, 20:22:56
If you want to continue using Awesomemod you need to update to the latest patch. This will always be the case except in the interval between a patch release and when Pescado has gotten a chance to update for it. If you aren't sure check the version numbers in the first post of the Awesomemod thread or the RTFM.

In any case, you need to make a decision patch and Awesomemod or no patch and no Awesomemod.

FWIW, I patched and nothing blew up. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2010 July 14, 20:40:08
Well I broke down and patched, got the new awesome mod but now im getting that error about out dated mod ect. Which i never got before and i dont have any besides awesome mod and delphys breast mod. I removed the breast one thinking it was the problem but it wasnt. Would that message include things like clothing, patterns or hair? Or default replacement make up ect? Just to help me narrow it down a tad.

ETA  I tried playing with just awesome mod and the config. (downloaded updated version), but now im not getting the other warning as before but now its asking for the cd which i have config to not need. Luckily I do actualy know where my cd is, but any ideas to why it would be doing that?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 14, 21:29:12
As you found out, it's not Awesomemod causing that message but something else. Congratulations. You now get the fun part of trying to narrow down what you downloaded that's causing that. :P

As for the CD check, it still works. I just tried it. Be sure that Awesomemod is indeed loading, you could try to the showconfig command for a quick test, and then be sure your config has the CD check disabled.

Also be sure you are running the game directly via the TS3EP02.exe (or TS3EP01 for WA, TS3.exe for just the base game etc) or 3Booter. Don't run from the launcher as the launcher itself will check for a CD and block you from running the game if it doesn't find one.

If you absolutely must use the launcher put your disc in or get a NoCD crack. If you do the latter make sure you make backups of the files that get replaced. If you don't you will not be able to patch in the future.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragon_tfm on 2010 July 14, 22:55:29
Don't know what happened but I tried again and now it no longer asks for the cd and awesome is working just fine. Now to go weed out the crappy file or files..joy
And I never use the launcher to play the game so it wasn't that but I won't complain since I can play just not with any custom stuff til I get that sorted. Luckily I really don't have alot anyways
thank you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 14, 23:00:12
Wow, I came into this thread to ask a question, only to find that my question had just been answered right before I showed up.

I have a disc, but I share it with the rest of my family, and I'm tired of family members coming into my room with a bent paperclip while I'm asleep to get the disc out of my computer.

WOW! Hey thanks for sharing that little life snippet, it totally made loading the thread worthwhile.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Noromarc on 2010 July 15, 04:24:29
Is there a new or alternative process for creating a roof with very gentle slopes? I built some houses with 5° or 7° of roof incline about a year ago, but now RoofSlopeAngle appears to accept values between 15° and 60° only. Perhaps even higher but I haven't tested further. Using the AwesomeMod syntax "rsa [angle] new" doesn't reflect values lower than 15° either, and creates a roof with that apparently mandatory minimum angle.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 15, 04:34:04
The new process for gentle sloping roofs is to use the freaking roof slope tool.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 15, 04:36:04
roofslopeangle will parse any angle greater than zero, but it is possible the game is not able to generate a roof with a lesser slope.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Noromarc on 2010 July 15, 14:43:38
Quote from: Claeric
The new process for gentle sloping roofs is to use the freaking roof slope tool.

The tool only lowers the incline to a minimum 15°, which is still too steep for many roofing configurations. It does provide a similar control to what RoofSlopeAngle does but without the input of exact numerical values. The tool does improves on the previous method by allowing the user to pick any roof section at any time and modify it.

Quote from: J. M. Pescado
roofslopeangle will parse any angle greater than zero, but it is possible the game is not able to generate a roof with a lesser slope.

Indeed, my game is unable to generate the desired roof slope. I tried in different neighbourhoods with the same negative results. I haven't yet reinstalled TS3 in order to verify whether this is particular problem of my current install or not.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Elanorea on 2010 July 15, 17:44:32
This is probably just my retardation speaking, but I can't figure out how to spawn overlords. I have AM installed and testingcheats enabled, but when I type in "spawnmoreoverlords" I get an "unknown command" error. I feel like I'm missing something glaringly obvious, but I can't figure out what I'm doing wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cassblonde on 2010 July 15, 19:24:40
I had this same problem awhile back and struggled with it and looked up the RTFM and found the solution. Guess what? The answer is out there. Use your head, your brain will appreciate the exercise.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Elanorea on 2010 July 15, 19:46:55
I had this same problem awhile back and struggled with it and looked up the RTFM and found the solution. Guess what? The answer is out there. Use your head, your brain will appreciate the exercise.
*facepalm* Well, I feel terminally stupid now. Thanks for pointing me in the right direction.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zei on 2010 July 16, 13:44:34
I installed the new patch and now I can't even play the game. It opens fine, goes to map view, but when I pick a family to play the "play this family" button greys out. I tried it with almost all of my households and I couldn't open even a single one of them.

Folks at thesims3.com said it could be awesomemod. I don't know... What should I do?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 July 16, 13:49:43
I installed the new patch and now I can't even play the game. It opens fine, goes to map view, but when I pick a family to play the "play this family" button greys out. I tried it with almost all of my households and I couldn't open even a single one of them.

Folks at thesims3.com said it could be awesomemod. I don't know... What should I do?
Did you update awesomemod to go with the new patch, or did you assume it would somehow evolve on its own?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zei on 2010 July 16, 13:56:06
I installed the new patch and now I can't even play the game. It opens fine, goes to map view, but when I pick a family to play the "play this family" button greys out. I tried it with almost all of my households and I couldn't open even a single one of them.

Folks at thesims3.com said it could be awesomemod. I don't know... What should I do?
Did you update awesomemod to go with the new patch, or did you assume it would somehow evolve on its own?

Sure I updated it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: moondance on 2010 July 16, 15:10:27
I installed the new patch and now I can't even play the game. It opens fine, goes to map view, but when I pick a family to play the "play this family" button greys out. I tried it with almost all of my households and I couldn't open even a single one of them.

Folks at thesims3.com said it could be awesomemod. I don't know... What should I do?

I had the same problem. It was probably voodoo, but disabling "lessons" in game options fixed it for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 16, 16:13:49
I installed the new patch and now I can't even play the game. It opens fine, goes to map view, but when I pick a family to play the "play this family" button greys out. I tried it with almost all of my households and I couldn't open even a single one of them.

Folks at thesims3.com said it could be Awesomemod. I don't know... What should I do?

Okay let's see. In a situation where one wants to figure out if a particular mod is causing a problem is it better to:

A) Use the process of elimination by simply removing the mod temporarily and testing if you still have the problem.
B) Listen to rumors from some random ill informed yahoos on the Exchange.

Gee I don't know.  ::)

In all seriousness, if you don't know the problem is Awesomemod, and it's pathetically easy to make that determination (see A above), then you really shouldn't be wasting your time and that of everyone else here.

Did you update awesomemod to go with the new patch, or did you assume it would somehow evolve on its own?

*GASP* You mean it doesn't? *

* Actually, I use the autoupdater (http://www.moreawesomethanyou.com/smf/index.php/topic,15843.0.html) so mine sort of does. ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krevetti on 2010 July 16, 23:43:48
Could someone please help a demented senior: It's been quite a long while since I played Sims 3 and now I decided to give a go with Ambitions. I got the new Awesome mod, and some other mod updates, but even though I one by one took all the others out of my \Electronic Arts\The Sims 3 Ambitions\Mods\Packages folder Awesome mod still keeps telling me I have a mismatching core mod. I can't for the life of me remember where else could a conflicting mod be. I'd really appreciate some assistance!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 July 17, 00:05:02
Could someone please help a demented senior

(http://i960.photobucket.com/albums/ae86/jeromycraig/icefloe.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aventurine on 2010 July 17, 03:39:13
Could someone please help a demented senior: It's been quite a long while since I played Sims 3 and now I decided to give a go with Ambitions. I got the new Awesome mod, and some other mod updates, but even though I one by one took all the others out of my \Electronic Arts\The Sims 3 Ambitions\Mods\Packages folder Awesome mod still keeps telling me I have a mismatching core mod. I can't for the life of me remember where else could a conflicting mod be. I'd really appreciate some assistance!

Check the "How to Install Awesome Mod and Framework" thread by coconner for an update on file placement with Ambitions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krevetti on 2010 July 17, 07:51:38
Check the "How to Install Awesome Mod and Framework" thread by coconner for an update on file placement with Ambitions.

Great tip, thanks! I thought I already did all that stuff, but read through the whole thread again with some thought and made a few tests: in the end moving the Resource.cfg file into the Mods folder as SJActress suggests did trick. Life is still a learning experience.  :P
Anyhoo, ach schweetness, now I get to play me game again, many thanks!

Edit: Except that the reason it stopped nagging is that the mod isn't working. I earlier just tested enough to see that the error doesn't pop up but now that I went to play the mod is a no show. So back to seeking a working configuration. It seems to be about time I get back to Sims 3, I apparently have forgotten most of the mod using knowledge I used to have.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Boo-Boo on 2010 July 17, 15:17:05
@Krevetti:

I get it working with a mix out old and new. Do the framework in old days time resource in main game and EP and the d3dx9_31.dll in the Game/Bin folder of base game and EPs. And than make an Mods folder in your own documents/ElectronicArts/Sims3 folder and copy in the resource.cfg
Than you could make the package folder and there you could make the folders for Misc, Hacks, Skins and Patterns.
I had tried round about two hours for get ambitous running with mods by this way.
Old style or new style alone doesn't work for me. I hope I could help you a little bit.


But now I have to ask for help myself: ???

How can I get away the message, that my awesome mod would expire tonight?
I had two months no time to play or go online, because I had an new job to do. So I updated my mods after installing AMB. Even awesomemod. When I tried to start my game, it said I had to patch my game because of old content awesome couldn't run. So yesterday I patched and I could play, after I getting the mods running. Today I get the news of expiring tonight. So I  redownload awesomemod and aweconf (sure is sure) deleted scriptcache.package and reinstalled awesomemod and aweconf, but the message still appears. What in a heaven of **** had I made wrong? Please help, I love this mod really.  :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 17, 15:21:18
Nothing's wrong. It's just an expiration warning. I am performing final tests on the next build to be released shortly that will stop the warning, and bring new fixes and updates.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 17, 15:53:35
I swear you guys make my head hurt.

Delete any stray resource.cfg files you may have in My Documents/Electronic Arts/The Sims 3/ and any of it's subfolders. Basically do a recursive search if you know what that is.

Then get this (http://www.customsims3.com/smf/index.php?topic=2420) and run it. It will setup your game with the proper directory locations and the correct resource.cfg in the correct place. Additionally, the Custom Launcher from granthes (http://www.modthesims.info/download.php?t=408296) will also check for the correct framework setup and install it if necessary.

Now if you get a message about an incorrect version or a core mismatch it does not mean you should go moving your resource.cfg around. :P If you get that message your resource.cfg is fine. It means you either need to patch your games or you need to get updated versions of mods you are using (Awesomemod, Twallan's etc) to work with your updated version of the game.

If you don't know if you are patched or not and would rather not mess with the craptastic EA launcher get this patch downloader utility from Mod the Sims (http://www.modthesims.info/download.php?t=409829). It automatically finds the correct patches for your version and region of the game and its expansions and then prompts you to download and install them. It's basically idiot proof.

Also be aware any time there is a patch that you will need to patch if you want to continue using Awesomemod. You will also need to update Awesomemod and really should be doing so on a fairly regular basis since it gets updated a lot.

Be aware that many of Twallan's mods have been updated for the patch and that those updates, like the one for Awesomemod, are not optional if you want the game to continue functioning correctly with those mods.

And lastly, it bears repeating that custom content can cause problems too even if it hasn't in the past. Don't always point the finger at mods. Yes your 120 slight variations on the same emo hairstyle from Peggy, Rose and Raon can potentially fuck up your game if EA patches something and it leaves them with old references.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Boo-Boo on 2010 July 17, 16:28:43
Nothing's wrong. It's just an expiration warning. I am performing final tests on the next build to be released shortly that will stop the warning, and bring new fixes and updates.

Thanks, I thaught I got a stupid trait on myself. It's good to know nothing is going wrong.

@Motoki:
I know what I do and where I have installed my framework, thank you very much. I only said, that my system runs with this options complete stable. And only to make it complete, when I load awesomemod down I get the version of 4.2 but on my system was installed 4.0.87.006001, so it couldn't work. So I had to start the Sims 3 patch downloader. I haven't said that my problems came from awesomemod.  :o


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Krevetti on 2010 July 17, 18:34:15
I swear you guys make my head hurt.

Mine too! ;D

And lastly, it bears repeating that custom content can cause problems too even if it hasn't in the past.

Actually this is probably the info I needed, I have to keep on testing still. That's why I asked  where else can the conflicting mod be, although it seems it's custom content in the end, not a mod. Since I do have the framework installed the new way (yes, I got the installer to make absolutely sure) and no other mods in the packages folder, game is up to date (checked with the program for it, yes) and still I get the error. So it pretty much has to be a custom content issue. I'm just so rusty in these things not having played in a long time that it didn't occur to me.
Thanks for all the valuable help!

Edit: Don't know for sure what did the trick but at least I got it working, might have been a botched patch in the end.  I made a fresh start installing and patching everything. I've added the store stuff back but decided to make a fresh start otherwise, so I didn't even put my old save games back. I was sick of those old jackasses anyway, that's why I stopped playing so long ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 17, 21:07:01
In theory custom content shouldn't be causing the mismatched core version error, but I have seen custom content do things it shouldn't before.

Still, double check that you have the latest Awesomemod (a new version was just uploaded so just re-download it anyway) and that your game is patched up to the latest patch.

If you do that and everything is current then check to see if there aren't stray old files lurking in Programs Files/Electronic Arts/The Sims 3/Mods and its subdirectories. Actually, you can just delete the Mods directory under Programs Files/Electronic Arts/The Sims 3 since the new way has it moved to My Documents now.

If you do all that and then test by yanking Awesomemod and all other mods out and are still getting the error then it has to be custom content somewhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 18, 10:34:29
AwesomeMod compares MVID on S3GS/S3GO/UI, and S3IF. If S3GS/GO/UI do not match, this is a fatal error, as those are part of AwesomeMod, and the game cannot run. If S3IF doesn't match, but everything else did, it will produce a noncritical mismatch, because it is possible someone modded that without touching the others, but most likely it is caused by using the wrong patch version.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jtrazz on 2010 July 19, 15:13:21
I just installed Ambitions and updated my game & mods yesterday. I've noticed that since then, sometimes when my sims are active, I can't see any of the map tags. I've tried clicking around to switch the view from all to friends homes to work places, but nothing works. However, if I change my active sim, that sim will see maptags. Is there any reason why certain sims shouldn't see maptags?

Edit: Ok, now one of my sims' motives are rapidly lowering. This isn't happening to anyone else in her household. It started right after she searched for clues at someone's house. Is there anything I can do?

Uninstalling AM fixed both of these problems, but I don't want to play without it.

Edit #2: Does the new version of AM not work with the new version of supercomputer? Because separately they work fine, but I realized that together they were causing these problems. Is anyone else having similar problems?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 July 19, 15:47:09
I've got a question concerning some new functions in AM: I just noticed, after one week of not playing, that non-played Sims will now join the new professions autonomously according to their LTWs. How does AM handle these? I'm asking this especially with regard to self-employment, which does not grant any weekly stipend. Will I have to make sure that a self-employed writer, for example, will write books, or is this automatic?   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2010 July 20, 05:19:35
I just installed Ambitions and updated my game & mods yesterday. I've noticed that since then, sometimes when my sims are active, I can't see any of the map tags. I've tried clicking around to switch the view from all to friends homes to work places, but nothing works. However, if I change my active sim, that sim will see maptags. Is there any reason why certain sims shouldn't see maptags?

Edit: Ok, now one of my sims' motives are rapidly lowering. This isn't happening to anyone else in her household. It started right after she searched for clues at someone's house. Is there anything I can do?

Uninstalling AM fixed both of these problems, but I don't want to play without it.

Edit #2: Does the new version of AM not work with the new version of supercomputer? Because separately they work fine, but I realized that together they were causing these problems. Is anyone else having similar problems?

"resetmaptags" brought map tags back for me. Have you tried "fixall" or "resetsim" for the other issues?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 20, 06:59:53
Is AutoSellVendorTrashRocks what's causing the produce in my Sim's inventory to be immediately sold?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 20, 09:10:31
No. The produce in your sim's inventory is being sold because it is of substandard quality. Since Kewian-based produce that is below store quality offers no value, it is automatically disposed of as it is probably some garbage you fished out of the trash can during a rummage. If it isn't, it still doesn't answer the question of why you planted that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 20, 16:39:58
No. The produce in your sim's inventory is being sold because it is of substandard quality. Since Kewian-based produce that is below store quality offers no value, it is automatically disposed of as it is probably some garbage you fished out of the trash can during a rummage. If it isn't, it still doesn't answer the question of why you planted that.

But it wasn't below store quality. I bought it at the store (for the purpose of planting it).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Becky on 2010 July 20, 18:53:07
rtfm says:
"11. Less Idle Goof Offs [Optional - Enabled]
     Sims will be less likely to stand therefore half an hour goofing off and
     staring into space while they have orders to be carrying out."

I've had less than two week's worth of experience with Sims 3, so I could be wrong, but the goofing off seems to be just as frequent with AM as without it.

I'm running only the base game with no CC and patched up to 1.14.

I wasn't sure which thread to post this in, so in keeping with the subject of this thread:
Has anyone else experienced this? If so, do you have any helpful tips?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 21, 02:41:43
But it wasn't below store quality. I bought it at the store (for the purpose of planting it).
Will be fixed in next version.''

I've had less than two week's worth of experience with Sims 3, so I could be wrong, but the goofing off seems to be just as frequent with AM as without it.
Most of it turns out to be caused by caching lag. This feature has less of an impact than expected and will probably be discontinued after review. Mostly, it means the sim won't pause mid-queue to do wrench-throwing or whatever pointless idle it is they do when not actually idle.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2010 July 21, 05:05:43
Has the Skill: Cooking macro been changed?

I know that couch potatoes will watch tv to skill cooking, but I'm finding other sims are also using the tv instead of heading to the library to read cooking skill books.  It's not because their fun is low, a sim with fun at 78.7 just sat down to watch the cooking channel.  If I send them to the library, they watch the cooking channel on the tv there instead of reading skill books.

It's a custom library, and yes, it does have all the skill books.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 21, 05:09:00
All the macro priorities have been changed so that it calculates what is the ACTUAL fastest gain and picks it, instead of using the old guestimate heuristic. So I guess cooking on TV is faster? I will dump some numbers and see how that works out. Using algorithmic discovery had uncovered a lot of interesting information, which has altered the beliefs on what is best and most effective. I think I missed a multiplier, though, so I will put it and see how the results change.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 21, 07:42:58
Speaking of skilling: I'm wondering how things like SC - Fishing works.

I'm not complaining. I tell my Sims to skill fishing, and they fish (or watch TV if there's babies and no one else home), which is Awesome. But what is the protocol for them going where they go to fish? I'm playing the Bayless family, and they're all Anglers, but they seem to fish at different spots...seemingly because they're on SC and go to the closest place after finishing necessities? But their house is right by a body of water with a fish spawner in it, so why do they go where they go instead? Are there better fish? Are they higher priced fish or better fertilizers? Is it simply the closest location or is it more complicated?

Why do they go where they go?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2010 July 21, 10:06:02
i want to install only the bug fixes of awesomemod- how to i do this? the configuration tool confuses me. ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 21, 10:17:55
If you want as close to "only bugfixes" as possible, set everything to False. That will disable everything optional, where non-optional things are mostly critical bugfixes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2010 July 22, 11:29:46
Has anyone noticed a severe lack of marriages under the recent versions' AM story driver? I've played a new game in Sunset Valley for nearly a generation now and there have been NO marriages (sims do engage in romantic actions but it never goes any further).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dilpill on 2010 July 22, 13:45:05
Yes, I haven't noticed any marriages lately either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 22, 13:47:21
Various factors can inhibit marriage progress:
1. Poor compatibility between sims. If none of the sims in your neighborhood are terribly compatible with each other, their romantic actions tend to make poor progress.
2. Overpopulation & Crowding: If sims are unable to form valid households because all houses are occupied or unaffordable, they can't merge to form a married household.
3. Dying Neighborhood: If, due to the demographics of your neighborhood, it is simply dying out, there may simply not BE anyone to marry.
4. Heartbreakers: Heartbreaker sims don't want to marry: Once they get to the Partner status, their next romantic action is to break up.

Nothing has been changed in the code for Romance Storyactions, so if you're not seeing any, it's simply due to terminal ballistics.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2010 July 22, 14:58:15
1. Poor compatibility between sims. If none of the sims in your neighborhood are terribly compatible with each other, their romantic actions tend to make poor progress.

How tight is this? I'm thinking compatibility restrictions could perhaps be loosened somewhat. In real life not all marriages by far are between fully compatible people. Sure, they might break up later, but at least they'd have time to procreate to keep the neighborhood alive.

Another thing might be to make romantic interactions more frequent. I do see messages about romantic interactions between sims, they just happen so rarely that they never have a chance to reach marriage before dying of old age. They could also use some concentration, so that once a sim acquires a romantic interest, their future interactions will be with that sim. Right now I'm seeing sims (who are not heartbreakers) having interactions with many different sims in succession, which spreads their effect and once again slows down progress to the point of marriage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 22, 16:11:00
How tight is this? I'm thinking compatibility restrictions could perhaps be loosened somewhat. In real life not all marriages by far are between fully compatible people. Sure, they might break up later, but at least they'd have time to procreate to keep the neighborhood alive.
Fairly loose, actually. Poor compatibility doesn't prevent anything, it just tends to make the relationship progress more yoyo-like, which in turn tends to cause relationships to implode.

Another thing might be to make romantic interactions more frequent. I do see messages about romantic interactions between sims, they just happen so rarely that they never have a chance to reach marriage before dying of old age.
Well, what actions are you seeing instead? The NORMAL clockrate of events is about one every 60 minutes during the day (0600-1900) with a Gaussian-random distribution of +/- 30 minutes. At night, the clockrate is one every 120 minutes, and many actions will become unavailable at late night because everyone will be asleep, although pollinations tend to be more likely as a result of many actions being locked out due to everyone else being asleep or unavailable. If this clockrate is insufficient, it is possible to increase it using an XML tuning (none is supplied by default, so the default values are used), or as a general update.

They could also use some concentration, so that once a sim acquires a romantic interest, their future interactions will be with that sim.
That is basically what happens. However, not all "romance actions" result in a successful establishment of a romantic relationship. It may even result in negative yield, causing them to hate each other.

Right now I'm seeing sims (who are not heartbreakers) having interactions with many different sims in succession, which spreads their effect and once again slows down progress to the point of marriage.
If you're seeing sims that are frequently playing the field, it means they are NOT finding good matches: Sims with GOOD matches will tend to settle on those matches fairly quickly, sims who aren't finding a good match will play the field.

Additionally, there are simply so many variables that it is hard to really determine whether it is working: If you're playing on a shorter lifespan, sims have much less time to work out what it is they're going to do before it's too late, compared to the longer lifespan settings, which give them more time to decide. If your sims only live for about 2 weeks, a huge town is probably going to end up dying out because the story engine can't cycle fast enough to get to all of them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Solmyr on 2010 July 22, 16:22:03
Nope, I'm playing at default lifespan, with your rule of 6 mod for age categories.

Anyway, I'll see how it goes, I just remember seeing more first-generation marriages in Sunset Valley before, but now it seems nobody can get to that point. The sims are all default SV ones.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 22, 16:38:16
Nope, I'm playing at default lifespan, with your rule of 6 mod for age categories.
Default Lifespan can actually be fairly short, particularly if you play at high speeds, which reduces the rate at which background sims can normally cycle themselves, so they do less on their own to assist the Story Engine in coming up with stuff for them to do. You may just be getting really unlucky rolls: I'm seeing marriages occurring just fine in my Twinfalls game.

Calibration of this is tough, though: If the aggression level is increased too much, people start to moan that every single sim heads rapidly towards marriage, and shuts out their sims as everyone pairs off leaving nothing for them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 22, 17:21:56
@Solmyr: Have you tried Twallan's Story Mode (http://ts3.tscexchange.com/index.php?topic=3825.0)?

I find Pescado's to be too strict where everything has to satisfy a set of mathematical formulas or else nothing happens, which in my case is exactly what happens. Nothing. Or very slow progress. I don't know, maybe my system is just not as awesome as Pescado's and doesn't have enough rams. (http://i27.tinypic.com/2w3n7n7.jpg)

Anyway, Twallan's Story Mode is also highly configurable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 July 22, 17:36:21
4. Heartbreakers: Heartbreaker sims don't want to marry: Once they get to the Partner status, their next romantic action is to break up.

Has there been some change made to that in recent times? I'm asking because I have several pre-Ambitions saves on hold where all Heartbreakers in town are happily married and have never broken up. I reported this back then as this always happened both in Riverview and SV. Can't say anything about my current game, as there are no Heartbreakers in Twinbrook that I know of.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 22, 17:52:41
Has there been some change made to that in recent times? I'm asking because I have several pre-Ambitions saves on hold where all Heartbreakers in town are happily married and have never broken up.
Not that I know of. I think I missed a check, though, which is why they can get that far and yet not implode at some point. Will be fixed in the next version.

I find Pescado's to be too strict where everything has to satisfy a set of mathematical formulas or else nothing happens, which in my case is exactly what happens. Nothing. Or very slow progress. I don't know, maybe my system is just not as awesome as Pescado's and doesn't have enough rams.
Whereas I find stuff that happens without any reason or purpose, especially when there is absolutely nothing you can do about it and it blatantly contradicts the observed on-screen behavior, to be infuriating.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 22, 18:05:24
I find Pescado's to be too strict where everything has to satisfy a set of mathematical formulas or else nothing happens, which in my case is exactly what happens. Nothing. Or very slow progress. I don't know, maybe my system is just not as awesome as Pescado's and doesn't have enough rams.
Whereas I find stuff that happens without any reason or purpose, especially when there is absolutely nothing you can do about it and it blatantly contradicts the observed on-screen behavior, to be infuriating.

In my mind Twallanistani SM works on quantum mechanics whereby the act of attempting to observe something changes its state.  :P

Anyway, ultimately I don't care what hocus pocus goes on behind the scenes. Unlike yourself, I don't know the inner workings of the game (past xml values anyway) and I don't want to know. All I know is with Twallan SM shit happens and I like for shit to happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 July 22, 23:28:17
See, and oddly I'm in the fourth generation of a very small 'hood...32 liveable lots, one unbuilt, six more vacant...where I see at least 10 romantic liaisons a day, a marriage every couple/three/four days, and a baby every other day. So AwesomeStory is doing wonderfully for me. My only complaint is that my townie families are a bit too stable. No one ever seems to break up. And honestly, that's probably for the better...I'd have to start loosing the meteors as punishment.

Oh, and for some reason not all sim deaths will leave tombstones at the mausoleum. Not even in debug. Again, probably for the better since my graveyard is only 12x9 and half taken up by the mausoleum and a tiny pond, but there have been a couple graves I wanted but couldn't get.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 22, 23:43:01
See, and oddly I'm in the fourth generation of a very small 'hood...32 liveable lots, one unbuilt, six more vacant...where I see at least 10 romantic liaisons a day, a marriage every couple/three/four days, and a baby every other day. So AwesomeStory is doing wonderfully for me. My only complaint is that my townie families are a bit too stable. No one ever seems to break up. And honestly, that's probably for the better...I'd have to start loosing the meteors as punishment.

Oh, and for some reason not all sim deaths will leave tombstones at the mausoleum. Not even in debug. Again, probably for the better since my graveyard is only 12x9 and half taken up by the mausoleum and a tiny pond, but there have been a couple graves I wanted but couldn't get.
I've always wondered why some tombstones get saved and others seem to disappear.  Do you know if there is any rhyme or reason for that, or is it just completely random?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tubbo on 2010 July 23, 01:53:19
Ok, I've uninstalled AwesomeMod to see if it solves the crashing issue I'm having, after trying everything else.

Anyway, I understand that you can't play the same neighbourhood after uninstalling the mod without it causing your game to explode, correct?

Well... I did play it for about 20mins, before I decided I might as well start a new neighbourhood in Riverview for more space, and also not to risk the game blowing up.

However, I'm not keen on the idea of starting a completetely new neighbourhood. i.e. I'd like to be able to keep my families and houses how they were in my old neighbourhood.

So what I want to know is...

Can I transfer families from my old neighbourhood (which I used awesomemod in) to my new one (without awesomemod) without it causing problems? And also, can I transfer houses from the old neighbourhood to the new one without causing problems?

I'm guessing it might be a no to my first question and a yes to my second, but I just want to be entirely sure so I can begin playing my new neighbourhood without, A) Undermining the new hood right from the start, causing it to blow up in the future, or B) Give myself lots of unecessary work redecorating all the houses and getting my families to the stage I left them at.

Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 23, 02:04:28
The game won't explode if you uninstall properly: Otherwise, it's a risk you take, as the game seems to react poorly if you're using an interaction and the code for the interaction then vanishes into limbo: To avoid this, if you REALLY want to uninstall (why?), pause the game and type "uninstall", then save and exit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Anach on 2010 July 23, 02:32:09
The game won't explode if you uninstall properly: Otherwise, it's a risk you take, as the game seems to react poorly if you're using an interaction and the code for the interaction then vanishes into limbo: To avoid this, if you REALLY want to uninstall (why?), pause the game and type "uninstall", then save and exit.

Reminds me of something I was going to ask last patch. Would you recommend doing anything in particular before applying official game updates and major AM version changes, such as 'resetworld' or 'uninstall'? I'm wondering how AM handles major changes, and whether you run any specific upgrade scripts or whether everything is simply expected to transition smoothly. Also, when I last tried the 'uninstall' command to test something, it told me there was no such command.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tubbo on 2010 July 23, 02:35:31
The game won't explode if you uninstall properly: Otherwise, it's a risk you take, as the game seems to react poorly if you're using an interaction and the code for the interaction then vanishes into limbo: To avoid this, if you REALLY want to uninstall (why?), pause the game and type "uninstall", then save and exit.
Like I said, I want to see if it makes a difference in terms of the crashing problems I'm having since I've tried everything else and it only seems to be happening after the ambitions update.

I could have sworn I've read multiple posts saying the only thing you can do after uninstalling the mod is to start a new neighbourhood? I remember when I was waiting for AwesomeMod to be updated for Ambitions and I had to start a new neighbourhood until the update??? :S

So you're saying you don't need to start a new neighbourhood at all, but just continue with the old one, after uninstalling it properly? And that I will be able to transfer both my houses and families without any problems?

And if I feel like I can't enjoy the game as much without awesomemod, then I will end up putting it back in haha.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 23, 02:53:28
Note: AwesomeMod contains critical bug fixes. Playing without for too long may cause irreversible neighborhood damage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tubbo on 2010 July 23, 03:05:04
Note: AwesomeMod contains critical bug fixes. Playing without for too long may cause irreversible neighborhood damage.

Ok, but for future reference. (such as when the mod is being updated for a new patch or expansion pack). You can uninstall the mod and play the same neighbourhood without it messing up the game? And transferring houses and families between hoods cause no problems?

Sorry for being persistent. I just want to be sure about what I'm doing. Now you've said that, I'll probably stick with the awesomemod, but I still need to know the answer to my questions so I'm not playing blindly only to encounter problems sometime down the line if I need to remove it again for whatever reason.

EDIT: I also want to move my families and houses to Riverview from Sunset Valley anyway because there's a lot more space there. So knowing if transferring families is safe would be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eevilcat on 2010 July 23, 05:41:10
Running with what was the latest awesomemod yesterday and got a ctd when going to China. Loaded up the game and did fixall which sorted a number of things including '5 bad sims'. The information box said something about fixing minipartners, what's it all about? The game seems to be running fine since.

(In reference to comments a page or two back, sims in the new ambitions 'hood are very active on the romantic/marriage/pollination front but I did have to go around installing cots and single beds in most houses.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 23, 05:52:05
@Tubbo: You obviously need a lot of hand holding, consoling and reassurances so I will break it down for you.

Look, the creator of the mod said you can uninstall it by pausing, typing uninstall, saving and exiting then removing the mod. Regardless of what the "multiple posts" you could have sworn you read said, he is, you know, the creator of the damned mod so I would think he would know a little more about it than some random yahoo.

The irreversible damage he is speaking of by playing a game without Awesomemod's critical fixes applies equally to playing never having installed Awesomemod in the first place as it does to playing post Awesomemod uninstall. i.e. even BBStards who never touched or heard of Awesomemod could still experience such damage, i.e. if you play unmodified sloppy EAxis code use at your own risk.

He's not saying there will be a problem, and if there were it would not be caused by any residual effect of removing Awesomemod, he is saying that there are parts of EA's code that he fixed that could potentially cause errors if you aren't using his fixes.

Transferring families between neighborhoods is completely irrelevant to having or not having Awesomemod since you are not transferring your save files but rather just templates containing the looks and traits of those sims in order to recreate copies of them in the new neighborhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 23, 06:23:05
EDIT: I also want to move my families and houses to Riverview from Sunset Valley anyway because there's a lot more space there. So knowing if transferring families is safe would be helpful.
Transferring famblies across neighborhoods is safe, with a few caveats: Relationships outside of the transferred household will be lost. The Twallanian Porter Device supposedly can allow you to mass-move extended famblies across different households, but as this is not an AwesomeWare product, we can't provide support for it, as I have no idea how or if it works.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 July 23, 14:17:03
The information box said something about fixing minipartners, what's it all about?

I'm curious about this, too, as it's the only thing that ever comes up when I fixall.


Edited to fix tenses.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shadow on 2010 July 23, 14:43:25
I get one that says "missing mini-partner." I had never seen that until recently but I never used fixall much either.  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 23, 16:27:08
It's a technical term. Basically, sims are often stored in double-entry, with the result that romantic oppositions are stored in quadruplicate. These two records can diverge due to crappy EAxian coding, in particular, causing the bug where a sim cannot remarry after the death of their opponent, because the "Mini" record, used to track sims as they move between neighborhoods (Main & Vacation) incorrectly indicates that they still have an opponent, while their full "SimDescription" record indicates that they don't, causing the game to believe that the sim DOES have an opponent, who didn't accompany it to the vacation/mainworld. The opposite case, "missing minipartner", is where the Mini-record indicates no opponent, while your sim DOES have one, which is not presently linked to any visible error condition on its own, but still represents a data discrepancy found at the same time we look for other errors. A "dangling" entry is one where the relationship is not bidirectional: One record indicates that sim's opponent is some sim, but that sim's record doesn't corroborate this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tubbo on 2010 July 24, 01:11:27
EDIT: I also want to move my families and houses to Riverview from Sunset Valley anyway because there's a lot more space there. So knowing if transferring families is safe would be helpful.
Transferring famblies across neighborhoods is safe, with a few caveats: Relationships outside of the transferred household will be lost. The Twallanian Porter Device supposedly can allow you to mass-move extended famblies across different households, but as this is not an AwesomeWare product, we can't provide support for it, as I have no idea how or if it works.

Thanks for your help. =] And I hadn't heard of the Twallan Porter device, so I tried it out and it's saved me a lot of time in transferring my families so they don't lose the relationships. Perfect. And now I know I can safely uninstall the awesomemod whenever I need to, then I guess that's a bonus for keeping it. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 July 24, 04:31:06
When I'm running a sim through Supreme Commander, I found out that the game lags for 2-4 seconds (real time) for the sim's next action, but when I play a sim that is not running Supreme Commander, it works fine, only the sims running Supreme Commander that makes the game lag for the next action, is this normal?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 09:49:29
Can't reproduce. Must be a side effect of your computer sucking. What do you mean by "lags for the sim's next action"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 July 24, 09:53:59
Dunno if my problem is the same, but when I have a sim on SC and I ctrl-click the sim, there is a distinct pause of maybe a second before the menu options pop up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 July 24, 09:58:29
What I mean is, when an SC sim wants to do his/her next action after completing the before, the game was like thinking what to do (and lags) for 2 seconds and after that, the action will be queued. I'm using the latest AM if you're going to ask me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 12:03:59
Is this a new behavior? Because I don't see it. What kind of system specs does this occur on? What are your sims doing? Is this occurring right after your game boots up?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LilRubyQueen on 2010 July 24, 12:28:46
I installed the new version of AM and I still get a lot of CTD's. I've reinstalled my game and try again but it produces the same results. Every time I delete the scriptcache.package it reappears again. I realize this happens when the game crashes after about a minute or two of gameplay. I think I installed AM into the right path- I did it manually first and then I used the Sims3FrameWorkAM1.5. I also changed my DEP and forced the LAA. I also think my resource file is written correctly but there's so much that could be wrong that I honestly don't know where my problem is coming from. I'm truly sorry that I don't know what I'm doing- I try to figure it out but I fail every time. I just need help with this.

Attached is my latest excerpt. I don't know if its going to help but I attached it anyway. Its the same every time I do something different to try to fix my problem when  it crashes.

Sorry if I asked for help in the wrong place. Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 13:29:09
Suspect your crashing is due to unrelated factors, as I have gotten no crashing as of late.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2010 July 24, 13:45:37
What I mean is, when an SC sim wants to do his/her next action after completing the before, the game was like thinking what to do (and lags) for 2 seconds and after that, the action will be queued. I'm using the latest AM if you're going to ask me.

I saw a lag similar to this in my husband's game, but only when he was playing on a rather intricate castle lot.  Between the ridiculous amount of crap on the lot, the size of the lot and the fact that the lot was full of effect foggers and triggers; his computer had a hard time keeping up.  SC seems fine when he uses it with other families. 
I'd have to agree.  It sounds like the problem is computer suckage.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 July 24, 14:03:06
Is this a new behavior? Because I don't see it. What kind of system specs does this occur on? What are your sims doing? Is this occurring right after your game boots up?

Whatever SC option I use, it still thinks (and lags) what my sim needs to do for the next action. The lag doesn't seem to happen to non-SC sims. Here's my DxDiag.

It sounds like the problem is computer suckage.

Computer suckage? I had just upgraded my RAM to 4Gb! :'(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 24, 14:58:18
SC lag as described above is nothing new, however, it is worse since 7/21.

Any Sim running SC has response lag from the moment the Sim is selected to the moment the next Sim selection is finished.  Pie menu selection lags when a new task is selected.   The entire game will lag when switching into a Sims with SC running (or out of, for that matter) and can get stuttery when changing tasks.  Since 7/21, lags can be quite long.  They were noticeably long on 7/21, even with the SC updates that were made this month, and are much longer now, on the order of 4-5 seconds at times.  Having no Sims running SC eliminates the problem for me.  I have been using "Write Book" more than anything else recently, but occasionally I need cash and do rock collection.  I have seen it on Skilling (Kung Fu related ones most recently) and Tomb Raider, as well. 

I solved my problem by simply staying with the 7/21 version.

Computer suckage does not apply here.  Quad core 8GB RAM and it will easily run 100FPS if I let it.

Personally, I suspect SC is hogging thread resources, possibly in a loop or check that is being called too often or takes too long to complete.  However, I have not had any reason to look to see if that is true, or even to see how EA is doing multitasking in the .NET part of Sims 3.  S.E.P.

For me, this is related to the posting I made on 7/18 (http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg545643.html#msg545643 (http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg545643.html#msg545643)) in the bug report thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 15:11:56
Computer suckage does not apply here.  Quad core 8GB RAM and it will easily run 100FPS if I let it.
That's very strange, since your computer is more than adequate. Yet, I don't see this problem on any of the computers, including a test rig that's worse than yours. SupCom runs completely smooth there.

However, the new build adds some theoretical speed improvements by using more caching, so you might get some improvement there. Give it a spin.

Also, don't revert: Every older build has had at least one bug that was squashed in it, and if you get an FSE, don't save!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 24, 16:32:51
Computer suckage does not apply here.  Quad core 8GB RAM and it will easily run 100FPS if I let it.
That's very strange, since your computer is more than adequate. Yet, I don't see this problem on any of the computers, including a test rig that's worse than yours. SupCom runs completely smooth there.

However, the new build adds some theoretical speed improvements by using more caching, so you might get some improvement there. Give it a spin.

Also, don't revert: Every older build has had at least one bug that was squashed in it, and if you get an FSE, don't save!

For me, the theoretical speed improvements have worked.  Lag is down to the "normal" 1 second-or-so and decision making time is much improved.  Sim switching is not as fast with Sims using SC but it is on par with the 7/21 versions.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 17:48:53
For me, the theoretical speed improvements have worked.  Lag is down to the "normal" 1 second-or-so and decision making time is much improved.  Sim switching is not as fast with Sims using SC but it is on par with the 7/21 versions.
Not sure why sim-switching would be affected at all, since sims do their thing regardless of who you're selecting. One thing that MAY slow down sim-switching with SC is simply because SC tends to scatter your sims across the neighborhood in pursuit of their goals, which means if you switch, tons of graphical textures get to be loaded as you view another lot, because SC globalscans and picks the best actions based on the entire neighborhood, whereas normal sim-AI just picks random crap nearby.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 24, 18:14:00
Not sure why sim-switching would be affected at all, since sims do their thing regardless of who you're selecting. One thing that MAY slow down sim-switching with SC is simply because SC tends to scatter your sims across the neighborhood in pursuit of their goals, which means if you switch, tons of graphical textures get to be loaded as you view another lot, because SC globalscans and picks the best actions based on the entire neighborhood, whereas normal sim-AI just picks random crap nearby.

Most of the time, Sims on SC are on the same lot.  I use SC mostly to drive revenue from painting, authoring, and stuff like that for Sims that I have in support roles (infant/toddler maintenance, fixing things, etc).  They have on-site resources for these things since I hate having to chase them down when I need them.  I always assumed that the delay when selecting the Sim on SC was due to some sanity checking specific to the SC task, along the lines of "oh, I have focus now" type stuff.  The Sims can be in the same room and there will be more delay switching to SC users than others, so loading textures should not be a problem.  


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 24, 20:14:08
Well, that's not it, because SC runs agnostically to the user's attention focus. The only other possible explanation I can think of is that it is caused by the Tones list, since SC has a lot of tones that may be running display tests when you select them to determine which tones are valid for a given sim. But I never saw this lag on any computer.

However, increasing use of cached data should improve the search times of those after the first few times, as path-accessibility data is cached for a lot until something changes the routing on the lot, such as you going to buy mode, so the longer you play without interrupting it, the faster it should get as it remembers more about the environment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 25, 06:21:15
Okay, stupid question:  Which config setting do I need to enable to see Awesomemod Story updates?  AMS is set to true in my showconfig so I assume it is running, but I haven't seen any updates for a few sim weeks.

I have Twallan's OverWatch mod and Twallan's MasterController mods, but not the story progression mod so I don't think that is overriding the AwesomeStory part of AM.

Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 25, 06:32:38
"InformOnStoryAction", under Console/Debug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quweenie on 2010 July 25, 11:09:59
A probably stupid problem:

I recently installed Sims 3 on my PC (only the base game, I have no expansions). Worked fine.
Then went on and installed the framework and the latest version of Awesomemod.

Now the game keeps endlessly loading at the loading screen (the green bar never even appears). I searched through older threads here and learned that loading screen annoyances are usually caused by framework problems. But I followed the instructions and from what I can tell everything is the way it's supposed to be.
As already mentioned, I only have the base game and no CC or other hacks besides awesome mod.
Help, please?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 25, 14:09:54
A probably stupid problem:

I recently installed Sims 3 on my PC (only the base game, I have no expansions). Worked fine.
Then went on and installed the framework and the latest version of Awesomemod.

Now the game keeps endlessly loading at the loading screen (the green bar never even appears). I searched through older threads here and learned that loading screen annoyances are usually caused by framework problems. But I followed the instructions and from what I can tell everything is the way it's supposed to be.
As already mentioned, I only have the base game and no CC or other hacks besides awesome mod.
Help, please?


Look at this thread:
http://www.moreawesomethanyou.com/smf/index.php/topic,18793.0.html

I have a sim who has won at least a dozen fights but he still hasn't gotten a fighting skill point.  I checked showconfig and it says that ShowFightSkills is true so it isn't just being hidden.  My question is: How many fights does he need to get into/win to gain that first skill point?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 25, 14:17:06
This feature is not completed yet and therefore is not available to Peasants. Additionally, you won't get skillpoints in it, it works more like Collecting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: quweenie on 2010 July 25, 16:12:45
A probably stupid problem:

I recently installed Sims 3 on my PC (only the base game, I have no expansions). Worked fine.
Then went on and installed the framework and the latest version of Awesomemod.

Now the game keeps endlessly loading at the loading screen (the green bar never even appears). I searched through older threads here and learned that loading screen annoyances are usually caused by framework problems. But I followed the instructions and from what I can tell everything is the way it's supposed to be.
As already mentioned, I only have the base game and no CC or other hacks besides awesome mod.
Help, please?


Look at this thread:
http://www.moreawesomethanyou.com/smf/index.php/topic,18793.0.html



That thread is pretty much useless, because as I said, I don't have any expansion packs. Nevertheless, I read through it and tried some things out, with the result, that game now loads properly, but awesome mod still doesn't work (I get an unknown command message when I type "showconfig" into the cheat console).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 25, 20:46:53

That thread is pretty much useless, because as I said, I don't have any expansion packs. Nevertheless, I read through it and tried some things out, with the result, that game now loads properly, but awesome mod still doesn't work (I get an unknown command message when I type "showconfig" into the cheat console).
You can't have mods in your game because you are too stupid to follow directions complete with pictures.  You could always try being dumb elsewhere, that might be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 25, 21:01:49
That thread is pretty much useless, because as I said, I don't have any expansion packs.

Basegame + the latest patch = Ambitions fixes and structure - the new Ambitions content. ie if you have the latest patch (which you should and if you don't there's your problem right there) then no, that thread is not useless to you since any install of Sims 3 patched to current will utilize the new mod install structure introduced with Ambitions.

Quote
Nevertheless, I read through it and tried some things out, with the result, that game now loads properly, but awesome mod still doesn't work (I get an unknown command message when I type "showconfig" into the cheat console).

Then YOU'RE DOING IT WRONG.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 July 25, 22:12:34
In my current game I noticed that while in the past Ambitions job holders advanced while doing nothing, now they do not advance at all. Is this because of the new aweconfig settings which are set to 0 by default? How do these new configuration settings work? The rtfm said nothing about this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saltidor on 2010 July 26, 01:28:24
k i fucked up, i updated the game aand i didnt take the awesomemod thing before, now i installed the new awesome mod but my game crashes cz i didnt follow the steps, how do i solve this?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 July 26, 01:42:54
k i fucked up, i updated the game aand i didnt take the awesomemod thing before, now i installed the new awesome mod but my game crashes cz i didnt follow the steps, how do i solve this?

First, learn basic spelling, grammar, and punctuation so your questions will no longer make people's EYES BLEED when they read them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saltidor on 2010 July 26, 01:47:28
GET A LIFE

and english is not my main language so fuck off


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 26, 01:51:41
In my current game I noticed that while in the past Ambitions job holders advanced while doing nothing, now they do not advance at all. Is this because of the new aweconfig settings which are set to 0 by default? How do these new configuration settings work? The rtfm said nothing about this.
Was an issue with the config generator not reading the sourcefile correctly. Updated config file generator, renamed old variable to avoid loading bad values from old configs, and fixed a bug.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 July 26, 02:06:18
GET A LIFE

and english is not my main language so fuck off

English may not be your main language, but you obviously know it well enough to post coherently and follow basic grammar rules.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 26, 03:17:41
GET A LIFE

and english is not my main language so fuck off

English may not be your main language, but you obviously know it well enough to post coherently and follow basic grammar rules.

Clearly. I've known ESLs with far less advanced written English that still know to capitalize and don't make up their own cutesy abbreviations.

Also, the actual content amounts to 'I didn't follow the instructions. How do I fix this?' both proving he is an idiot for not following the instructions in the first place and doubly so for not realizing his issues are probably solved by actually reading said instructions of which ignoring got him into the problem in the first place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: easiest on 2010 July 26, 05:01:52
I have an Architect sim with 48/100 jobs completed on his Architects lifetime wish.  When I first load the saved game, he is the active sim.  I switched to other sims in the family to check on them and then back to him.  When I switched back to him, a new want appeared and his jobs completed is reset back to 0/100.  I've tried resetSim, cancelling his current action and even moving the family to a new game and still, as soon as a new want pops up, his jobs reset to 0/100.  Has anyone else encountered this problem?

I'm using only AM, no other mods.  The AM is dated 2010-Jul-25 and timestamped 18:51:55 from the downloads page.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 26, 05:20:17
I have a vague idea what may cause this, and it's an EAxian issue. Send the save you have of BEFORE you lose your count and I will experiment on it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: easiest on 2010 July 26, 13:25:18
I have a vague idea what may cause this, and it's an EAxian issue. Send the save you have of BEFORE you lose your count and I will experiment on it.


Thanks very much for having a look at the file.  I've sent you the link to the file download via PM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: superherofae on 2010 July 26, 15:36:19
I don't want to be one of "those" people, but no matter what I do, I can't get this damn thing to work. I got a new computer and I've reinstalled Sims 3 + the high end loft stuff pack + world adventures. I have followed the instructions stickied at the top of this forum to the letter at least 10 times and still, it's not working for me. It's highly likely I'm doing something wrong somewhere because the instructions in the thread are stickied for a reason but I just can't figure out where it is I'm going wrong. Here's what I'm doing.

- As the thread says, I've grabbed the framework zip and copied the files from there into each game's directory (Sims 3, Loft Stuff and WA)
- Downloading and installing a new version of awesomemod and copying it into the sims 3 directory, then right clicking/install to sims 3
- copied the resource cfg file into the main Sims 3 directory.

I load up the launcher and it still whines about there not being a CD, which if AwesomeMod was working, it wouldn't do. So I moved the resource.cfg file to the WA directory along with AwesomeMod itself and still the same. I have no idea what it is I'm doing wrong. Perhaps the only possibility I can think of is that my game now has something like 6 resource.cfg files after doing it the way the thread tells you to (there's one in the mods/files directory in the framework as well as in the root directory) and that's messing things up somehow, OR I'm copying over the wrong file - the thread isn't exactly specific about which one you have to copy which is odd since the framework adds two. Seriously, I have no idea and something tells me it's just me being a doofus about some part of this process that's making it so difficult. I'd appreciate any help you guys can give me, and I'm sorry if this is a super retarded question. I know you must get it all the time.

EDIT: Holy shit, I really am retarded. I'd already installed the framework and I was trying to do the manual installation of it form the thread on top of that. Please disregard my stupidity >.>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: saltidor on 2010 July 26, 15:48:40
been looking for pages now and ant find anything that solves my problem


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2010 July 26, 15:55:37
I had a fresh install, including World Adventures and Ambitions (first time I'd installed Ambitions).  Updated my game, grabbed the newest version of AM and was good to go.  The game loaded and I was able to play no problems.

Next day, I open my launcher and there was another update.  I checked the EA website for the date and saw it was before the latest AM update, and also checked the version number next to that listed on the AM download thread.  They matched so i ran the update and went to load the game.  It gets to the screen with the load bar and does nothing.  I have the spinning circle and the bar doesn't move atall.

It's definitely the AM causing the issue, as the game works if I remove it.

Now obviously I can reinstall and just not install the offending update (4.2.32), but I wanted to try here first to see if there was an alternative.

Posted here as it's not really a 'bug'.

As I say, I never managed to install Ambitions before a couple of days ago so don't know if this would have been an issue if I'd been updating as I went along.  Also making an assumption it's not an install error on my part regarding framework etc as it worked before the EA update.  And it all fails even on Vanilla.  No CC or anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 July 26, 16:04:36
It gets to the screen with the load bar and does nothing.  I have the spinning circle and the bar doesn't move at all.

Looks like framework failure. The strange thing is, the game loaded fine before. I think maybe you accidentally deleted the framework files. You may run Delphy's Sims 3 Dashboard from MTS. It checks whether you installed framework properly or not.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2010 July 26, 16:32:38
It gets to the screen with the load bar and does nothing.  I have the spinning circle and the bar doesn't move at all.

Looks like framework failure. The strange thing is, the game loaded fine before. I think maybe you accidentally deleted the framework files. You may run Delphy's Sims 3 Dashboard from MTS. It checks whether you installed framework properly or not.

How strange, that's exactly what had happened, yet I have no idea how.  Literally all I did was install the update, it shouldn't have touched the framework files.

Unfortunately, the load bar is still not moving with AM in the folder.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 26, 17:41:29
It gets to the screen with the load bar and does nothing.  I have the spinning circle and the bar doesn't move at all.

Looks like framework failure. The strange thing is, the game loaded fine before. I think maybe you accidentally deleted the framework files. You may run Delphy's Sims 3 Dashboard from MTS. It checks whether you installed framework properly or not.

How strange, that's exactly what had happened, yet I have no idea how.  Literally all I did was install the update, it shouldn't have touched the framework files.

Unfortunately, the load bar is still not moving with AM in the folder.

Assuming you have the latest version of Awesomemod (really old versions would have expired on you anyway) and have the game updated with the latest patch released after Ambitions it's either files missing, in incorrect locations or some other content causing the issue.

EA changed the process for installing package files with Ambitions so read up on that here at mod the sims (http://www.modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Old_Way_to_New_Way)

If you have any other mods or custom content verify that they are updated and will work correctly with Ambitions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 26, 17:58:12
been looking for pages now and ant find anything that solves my problem

Thanks for the update.  I've figured out what your problem is from the extensive information you gave us earlier.  I'd tell you, but you're refusal to even attempt to write a coherent sentence tells me that you aren't interested.  :-\


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: delrio on 2010 July 26, 19:29:46
It gets to the screen with the load bar and does nothing.  I have the spinning circle and the bar doesn't move at all.

Looks like framework failure. The strange thing is, the game loaded fine before. I think maybe you accidentally deleted the framework files. You may run Delphy's Sims 3 Dashboard from MTS. It checks whether you installed framework properly or not.

How strange, that's exactly what had happened, yet I have no idea how.  Literally all I did was install the update, it shouldn't have touched the framework files.

Unfortunately, the load bar is still not moving with AM in the folder.

Assuming you have the latest version of Awesomemod (really old versions would have expired on you anyway) and have the game updated with the latest patch released after Ambitions it's either files missing, in incorrect locations or some other content causing the issue.

EA changed the process for installing package files with Ambitions so read up on that here at mod the sims (http://www.modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Old_Way_to_New_Way)

If you have any other mods or custom content verify that they are updated and will work correctly with Ambitions.

Thank you for the link, I will look into that.  However if you look a couple of posts back you'll see I stated this happens even when AM is the only mod/cc.  I also stated in that post that I made sure, before ever installing the update, that it matched the current release of the AM.

It also worked fine until the latest update, so unless that update deleted files when it installed I can't see why it's done this.

I will follow the steps in the link you gave and report back on whether this solves the issue.


Edit: Thank you very much.  Changing the place where the mod was held, as in the instructions, got my game loading again.  Phew, no more EAxian rules.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 01:39:13
Has anyone used this with awesomemod/anything else?

http://modthesims.info/download.php?t=354748

I am curious to know how well it works. There are a few mods I'd like to try but they are core mods and as a result I cannot use them with awesomemod, but supposedly this will combine them. I figure Awesomemod is probably a hell of a lot more complex than the mods I'm looking at, so it'd be best to ask here about it and how well AM handles being combined with other core mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 July 27, 01:56:52
Why not just try it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 27, 03:11:19
Has anyone used this with awesomemod/anything else?

http://modthesims.info/download.php?t=354748

I am curious to know how well it works. There are a few mods I'd like to try but they are core mods and as a result I cannot use them with awesomemod, but supposedly this will combine them. I figure Awesomemod is probably a hell of a lot more complex than the mods I'm looking at, so it'd be best to ask here about it and how well AM handles being combined with other core mods.

It is an old, old tool and really more of a proof of concept. Besides, RTFM or just the overview page on MTS. What part of "This tool will only be useful when (or if) modders agree in develop and distribute core mods in the expected format (dll + config xml)" do you not get?

If you had looked through the comments, you also would have seen that Pescado commented on it and why it is not feasible for him to tailor Awesomemod around this. Lastly, the creator also noted he compiled this tool with 1.2.7 version of the game which is many patches ago and over a year old.

Basically, you could try it if you insist, but yeah, good luck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 03:17:30
Well that sucks. And pescado won't enable the functions from the other mods I'm looking at so I guess I'm out of luck.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 27, 04:05:17
Which function are you trying to get?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 04:39:04
Male pregnancy, polygamy, and family relationships not inhibiting romantic socials, in particular.

All sorts of heathen stuff.

IIRC you are opposed to male pregnancy because people who choose to use it may not have male pregnancy morphs in their game and would get invisible sims, and I don't remember the explanation for the other two, but I know I've seen you shoot them down.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 27, 05:10:37
Male pregnancy
Exists, if the pollination is performed by a third-party item at the Scienceworks, with proper simulation of the resulting chromosome sets.

polygamy
Can't exist without a major rewrite of how the game works at all: The basic pointer structure of the game would have to be written. People have tried to fake it with other things, but internally, this really screwed up your game. If you want a harem with concubine relationships, you're going to have to wait until TS3 is a finished product and such massive changes can be made.

and family relationships not inhibiting romantic socials, in particular.
That is in the queue. I am working on calculating the right procedurally generated deformities and the Inbred trait.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 05:26:52
Will the family thing include marriage as well as woohoo and kissing and such? How about inter-age interactions?

I want my sim to marry his adoptive son with which he is sexually active, please


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 27, 05:57:04
Male pregnancy,
I've recently installed many of Twallan's mods and I just tested male pregnancy.  I was able to try for baby in bed and then one of the males became pregnant successfully.

So, you can at least try that.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 27, 07:44:16
Male pregnancy
Exists, if the pollination is performed by a third-party item at the Scienceworks...

Which doesn't exist and at least one person attempted to do so but it seems it still didn't work (http://www.the-isz.com/theisz/index.php?/topic/5907-looking-for-awesomemod-userusers-for-experiment/). However Twallan's woohooer (http://ts3.tscexchange.com/index.php?PHPSESSID=319b34955042eb73a3cdbc8365680725&topic=3818.0) circumvents this and allows you to do it with normal woohooing on beds etc.

Will the family thing include marriage as well as woohoo and kissing and such? How about inter-age interactions?

I want my sim to marry his adoptive son with which he is sexually active, please

Wow, I won't even touch this one. I will just say that your request is very much a niche that I don't think would appeal to very many people, or at least very few would be willing to admit so publicly. :P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 15:43:19
People actually erupted in mass excitement when such things became possible for The Sims 2.

Except the whiny babies. They bitched about it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 July 27, 16:34:49
My goodness, you are an unpleasant little man.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: friendlyquark on 2010 July 27, 18:18:46
Claeric, while I am normally very supportive of you and enjoy both Wraithlands and several other things you have done, you have supplied me now with just a wee bit too much information. I am going to go scrub out my brain with peroxide now.

Back on topic - Is the Wikki getting updated regularly, or do I just need to keep on top of this board for additional info? I keep finding new commands and Easter eggs mentioned places and I was wondering if anyone has a complete list (Besides our Lord and Master) ?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 27, 18:36:31
Claeric, while I am normally very supportive of you and enjoy both Wraithlands and several other things you have done, you have supplied me now with just a wee bit too much information. I am going to go scrub out my brain with peroxide now.

It truly is TMI and because he is socially retarded it completely goes over his head that people should generally keep their perverse little fetishes to themselves. In this case, sharing is not caring.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 July 27, 19:04:23
While I would like inter-family relations to be possible and inter-age marriages as well, it was supposed to be a joke. I was just combining all the options.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: soozelwoozel on 2010 July 27, 19:18:41
While I would like inter-family relations to be possible and inter-age marriages as well, it was supposed to be a joke. I was just combining all the options.

Yeah, of course it was a joke. And I'm a little teapot, short and stout. Way to backpedal, creepy vole.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 27, 19:42:17
While I would like inter-family relations to be possible and inter-age marriages as well, it was supposed to be a joke. I was just combining all the options.

(http://i27.tinypic.com/9fn121.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 July 27, 21:44:20
Back on topic - Is the Wikki getting updated regularly, or do I just need to keep on top of this board for additional info? I keep finding new commands and Easter eggs mentioned places and I was wondering if anyone has a complete list (Besides our Lord and Master) ?

Thanks for volunteering. Yell if you need a wikki mod to unlock or lock anything for you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: friendlyquark on 2010 July 28, 21:07:41
I assumed that "Do it your own damn self" would be a possible answer and have no problem with that. I will start compiling the bits that I have found and when I have something worth bugging you about, I will ask for an unlock so I can add them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: laylei on 2010 July 29, 04:53:56
I'm trying to set a Martial Arts outfit for my sim, and followed the instructions I found by searching (make a new outfit in athletics, then type in outfitmv athletic.2 martialarts.1), except it's not working. A message pops up saying "MartialArts is not an acceptable category for age." The sim in question is a Young Adult. Has the command changed, or am I just doing it wrong?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2010 July 29, 17:28:08
I want, and have been waiting some time for the incest aspect of Awesomemod too, because I want to try starting a neighbourhood with only 2 Sims and then slowly populate it. Impossible to do unless the siblings mate. I am excited for the realism of having an "inbred" trait and for Sims to be genetically and mentally malformed. I've said it before but I think it's worth mentioning again - as happy as I am that they will behave "inbred", I hope that over time and with the passing of generations, they become less and less fucked up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 July 29, 19:13:06
Why do they necessarily have to be siblings?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 29, 19:47:30
True.  You could have father and daughter or mother and son procreate to make the third generation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 July 29, 19:53:42
Yeah...but it would still be considered an incestuous relationship by the game. And society, for that matter, though I suspect Coltraz is trying to simulate Genesis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2010 July 29, 23:28:23
Precisely, it doesn't matter WHO they procreate with, since everyone around will be immediate family.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 30, 00:00:16
I've been trying to add a 'Slave' trait since you mentioned that AM can support 3rd party traits, but have been unsuccessful.  In the process I was able to bork my game so no EA traits existed.  I went into editsim to check something out and the game made fun of me.  It only listed the 'stupid' trait that you added as being available.  Anyway, I was wondering if you'd be able to point me in the right direction on how to create my own trait.  Also, I imagine that you meant to have the stupid trait hidden in CAS.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 July 30, 00:39:46
I've been trying to add a 'Slave' trait since you mentioned that AM can support 3rd party traits, but have been unsuccessful.  In the process I was able to bork my game so no EA traits existed.  I went into editsim to check something out and the game made fun of me.  It only listed the 'stupid' trait that you added as being available. 

I believe this is called "poetic justice".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 July 30, 01:55:02
Anyway, I was wondering if you'd be able to point me in the right direction on how to create my own trait. 

I would also like this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 30, 02:58:47
How to create a custom trait plugin that will work in AWESOMEMOD:
First, take a look at the relevant XML in AwesomeMod: THe instance is FNV64 of "AwesomeTraits". To create your own, use the value "<YOUR ASSEMBLY HERE>Traits", like "SimiusTraits".

Now, inside the Traits block, like so, you will need to have the following:
Code:
<Traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>NAME OF TRAIT VARIABLE HERE - NO SPACES, SIMILAR TO EAXIS ENUM</Name>
    <Hex>HEX VALUE YOU WISH TO HAVE THAT TRAIT BY: ONCE YOU SET IT, NEVER CHANGE IT - MAKE SOME SHIT UP AT RANDOM - MUST BE UNIQUE</Hex>
  </TraitNames>
etc.
Repeat the last <TraitNames> block for every trait you wish to define.

Every trait may have an associated "Commodity" indicating that the sim desires that particular advertised commodity. You can leave it blank, or define it similarly to TraitNames, only with "CommodityKind". Add a blank header as above, then proceed to define CommodityKinds. Then proceed to the TraitList block definition as with AwesomeTraits, and define your trait below: The "Name" field will now recognize since you defined it in TraitNames. Two additional categories of trait exist in AwesomeMod: "HiddenInCAS", meaning "real trait, visible, can be learned in conversation, but cannot be chosen in CAS", for special visible-schtick traits, and "Administrative", meaning "not visible, doesn't count, can't be learned", for things like "Sacred" and "Radar".

To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 30, 04:44:02
Okay, thanks.  I was skipping the first couple of steps before.  However, I think I followed your directions correctly but the game still doesn't recognize "addtrait Slave".  It tells me the trait doesn't exist.  Also traitinfo doesn't do anything when I type it in.  Obviously I'm still doing something wrong, but for the life of me I can't figure out what.

This is what I have so far:
Code:
<?xml version="1.0"?>
<traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>Slave</Name>
    <Hex>SimiusSlaves</Hex>
  </TraitNames>
  <CommodityKinds>
   <Name></Name>
   <Hex></Hex>
  </CommodityKinds>
 <CommodityKinds>
  <Name>Slave</Name>
  <Hex>SimiusSlaves</Hex>
 </CommodityKinds>
 <Trailist>
  <Name>Slave</Name>
  <Description></Description>
  <ShortDescription></ShortDescription>
  <Hex>SimiusSlave</Hex>
  <AgeVisible>None</AgeVisible>
  <Category>Administrative</Category>
  <CommodityName></CommodityName>
  <Predicate>IsSlave</Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <ThumbFilename>lt_rewards_mybestfriend</ThumbFilename>
  <ThumbPieMenu>trait_slave_s</ThumbPieMenu>
  <ThumbDislikePieMenu>trait_slave_s_crossed_out</ThumbDislikePieMenu>
  <TraitToolTipText0>SlaveToolTipText0</TraitToolTipText0>
  <TraitToolTipText1>SlaveToolTipText1</TraitToolTipText1>
  <TraitToolTipText2>SlaveToolTipText2</TraitToolTipText2>
  <TraitToolTipText3>SlaveToolTipText3</TraitToolTipText3>
 </TraitList>
</traits>


I've also tried <CommodityKind> instead of <CommodityKinds> but neither work.  What am I doing wrong?

I have another question for after I get the game to recognize the trait and allow me to add it to sims:  Right now my Slavebot hack uses the term "BeFrankenstein" to prod simbots to do the laundry and whatnot.  What term would I use to prod my sims with the Slave trait to do the laundry or whatever? Would it be "Slave" or "TraitSlave" or something else entirely?

An attached version of my unsuccessful SlaveTrait hack: http://www.mediafire.com/file/th2c1fcect8pj1m/Simius_SlaveTrait.Package


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyromaniac on 2010 July 30, 06:36:25
A few questions about how Storymode moves families into new homes:

1. Does the number of beds always have to match the number of sims in the household? For example, if a family consists of a married couple and a kid, will a double bed + a single bed suffice? Or will I need 3 beds total, regardless of the size? Or what if it's just a single parent and one child? Will just a double bed suffice?

2. If I have a household full of "roomies" who are friends (but otherwise unrelated) living on a lot with a crib, will the storydriver move them out into a non-cribbed lot to allow married couples to move in and spawn?

3. Do WA tents (in either the packed/unpacked state) count as beds?

4. Are lot sizes taken into consideration? So if a 1-bedroom 40x40 lot exists in tandem with a 1-bedroom 20x30 lot, will a household with only 1 sim choose the smaller one?

I'm really curious about how the story driver decides whether or not a family is living in an 'appropriate' home. I'm trying to separate sims of different social standings and isolate them in certain regions on the map (sort of like Apartment Life in TS2), but awesomemod quickly mixes them all up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kuronue on 2010 July 30, 08:41:19
Simius: I've never touched any of the files but reading the instructions right above your post, you're DOING IT WRONG.

Hint: look up the meaning of the word "Hex".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 30, 12:53:09
I've also tried <CommodityKind> instead of <CommodityKinds> but neither work.  What am I doing wrong?

I can tell you that it is <CommodityKind>

The traitinfo command requires that you put the trait after it.  If the trait does not exist, it will tell you.  If it does, it will tell you. 

I looked at your package.  You used the same instance as AwesomeTraits and I think you should use a new instance.  You also used <Trailist> instead of <TraitList>.

Regarding the "hex" values and the comment from kuronue, Pescado uses "<Hex>Tealdeer</Hex>" in his own XML.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 30, 15:42:58
The TraitNames/CommodityKind header must be an actual hex value, 0xDEADBEEFDEADBEEF style. The "Hex" section in the TraitList is EAxis-made, and its name is a bit of a misnomer, but there is nothing I can do about that. The TraitList <Hex> section generates the hex value by processing the enum, but the TraitNames section is a unique AwesomeMod creation that injects the new names into the enum parser so that they WILL process, and thus must be a real hex value.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 July 30, 23:22:16
1. Does the number of beds always have to match the number of sims in the household? For example, if a family consists of a married couple and a kid, will a double bed + a single bed suffice? Or will I need 3 beds total, regardless of the size? Or what if it's just a single parent and one child? Will just a double bed suffice?
It's appropriate sleeping spaces. Married couple + kid, single + double = ok. Single parent + child, double bed = not ok, I believe, because Awesomemod requires a single bed for a 6-12.

2. If I have a household full of "roomies" who are friends (but otherwise unrelated) living on a lot with a crib, will the storydriver move them out into a non-cribbed lot to allow married couples to move in and spawn?
Yes, eventually, unless you make the home ancestral.

3. Do WA tents (in either the packed/unpacked state) count as beds?
Not sure. Don't believe so.

4. Are lot sizes taken into consideration? So if a 1-bedroom 40x40 lot exists in tandem with a 1-bedroom 20x30 lot, will a household with only 1 sim choose the smaller one?
Size, no. Awesomemod only cares if the house has enough available beds and if it is affordable. I have huge (7-8 sim) families living in a 12x16 and a 10x15, yet there is an equally affordable house on the mountain that is on a 20x24. Approximately 15 sim days after building it, no one has seen fit to move in, presumably because the existing occupied houses are adequate.

I'm really curious about how the story driver decides whether or not a family is living in an 'appropriate' home. I'm trying to separate sims of different social standings and isolate them in certain regions on the map (sort of like Apartment Life in TS2), but awesomemod quickly mixes them all up.
You're best off making the homes ancestral.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 31, 03:55:42
I've also tried <CommodityKind> instead of <CommodityKinds> but neither work.  What am I doing wrong?

I can tell you that it is <CommodityKind>

The traitinfo command requires that you put the trait after it.  If the trait does not exist, it will tell you.  If it does, it will tell you. 

I looked at your package.  You used the same instance as AwesomeTraits and I think you should use a new instance.  You also used <Trailist> instead of <TraitList>.

Regarding the "hex" values and the comment from kuronue, Pescado uses "<Hex>Tealdeer</Hex>" in his own XML.
Thanks for that.

I actually did change the HEX value, but only a few random numbers in it.  I've found a Hash tool now so I did it correctly.  I'm now using 0x1044f9f0a6880794 as my instance.

I think I've fixed the typos I had previously (and a bunch more that I added as I was playing around with it).  Anyway, I'm still doing something wrong as I can't get it to recognize the 'Slave' trait.

I was wondering if you or phnxflyng or anyone else who might be interested in getting this to work could take another look at what I've done so far and point out any obvious errors I've made. 

I omitted the CommodityKind part of it as it seems to be optional from the directions.  So I intend to add that later after I get the basics to work.

Code:
<?xml version="1.0"?>
<Traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>Slave</Name>
    <Hex>0x11FF4E2F6E0476F2</Hex>
  </TraitNames>



 <TraitList>
  <Name></Name>
  <Description></Description>
  <ShortDescription></ShortDescription>
  <Hex></Hex>
  <CodeVersion></CodeVersion>
  <AgeVisible></AgeVisible>
  <SetNumbers></SetNumbers>
  <Points></Points>
  <RandomWeight></RandomWeight>
  <Category></Category>
  <CommodityName></CommodityName>
  <FacialIdle></FacialIdle>
  <AutonomousDesiredCommodity></AutonomousDesiredCommodity>
  <AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
  <IncreasedEffectiveness></IncreasedEffectiveness>
  <ReducedEffectiveness></ReducedEffectiveness>
  <xMin></xMin>
  <DesireMin></DesireMin>
  <xMax></xMax>
  <DesireMax></DesireMax>
  <Decay></Decay>
  <Predicate></Predicate>
  <CanBeLearnedRandomly></CanBeLearnedRandomly>
  <IntimacyLevel></IntimacyLevel>
  <ActiveTopic></ActiveTopic>
  <PreferredBookGenre></PreferredBookGenre>
  <ThumbFilename></ThumbFilename>
  <ThumbPieMenu></ThumbPieMenu>
  <ThumbDislikePieMenu></ThumbDislikePieMenu>
  <ThumbPose></ThumbPose>
  <AddListenerFunction></AddListenerFunction>
  <TraitTipDescription></TraitTipDescription>
  <TraitTipIndex></TraitTipIndex>
  <TraitToolTipText0></TraitToolTipText0>
  <TraitToolTipText1></TraitToolTipText1>
  <TraitToolTipText2></TraitToolTipText2>
  <TraitToolTipText3></TraitToolTipText3>
  <CanBeLearnedThroughConversation></CanBeLearnedThroughConversation>
 </TraitList>
 <TraitList>
  <Name>Slave</Name>
  <Description>IncontinentDescription</Description>
  <ShortDescription>IncontinentShortDescription</ShortDescription>
  <Hex>Slave</Hex>
  <CodeVersion>BaseGame</CodeVersion>
  <AgeVisible>None</AgeVisible>
  <SetNumbers>945</SetNumbers>
  <Category>HiddenInCAS</Category>
  <AutonomousDesiredCommodity></AutonomousDesiredCommodity>
  <AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
  <CommodityName>Slaved</CommodityName>
  <Predicate>IsSlave</Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <ActiveTopic>Incontinent Trait</ActiveTopic>
  <ThumbFilename>trait_incontinent</ThumbFilename>
  <ThumbPieMenu>trait_incontinent_s</ThumbPieMenu>
  <ThumbDislikePieMenu>trait_incontinent_s_crossed_out</ThumbDislikePieMenu>
  <TraitToolTipText0>IncontinentToolTipText0</TraitToolTipText0>
  <TraitToolTipText1>IncontinentToolTipText1</TraitToolTipText1>
  <TraitToolTipText2>IncontinentToolTipText2</TraitToolTipText2>
 </TraitList>

 
 <! lt_rewards_mybestfriend</ThumbFilename>
 
</Traits>

http://www.mediafire.com/file/kfah3s19vsgdypk/Simius_SlaveTrait.Package


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 July 31, 04:23:45
What is the characteristic of a Sim that has this trait? Will it acts like SimBot?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 31, 04:39:52
What is the characteristic of a Sim that has this trait? Will it acts like SimBot?
I'm going to make it for my Slavebot mod.  Only sims with this trait will be Slavebots instead of all Simbots being Slavebots.  The Slavebots are compelled to autonomously clean the house like a maid, do all the gardening and repair broken items like a repairman.  They also tinker on appliances to upgrade them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 31, 11:37:16
Thanks for that.

I actually did change the HEX value, but only a few random numbers in it.  I've found a Hash tool now so I did it correctly.  I'm now using 0x1044f9f0a6880794 as my instance.

I think I've fixed the typos I had previously (and a bunch more that I added as I was playing around with it).  Anyway, I'm still doing something wrong as I can't get it to recognize the 'Slave' trait.

I was wondering if you or phnxflyng or anyone else who might be interested in getting this to work could take another look at what I've done so far and point out any obvious errors I've made.  

I omitted the CommodityKind part of it as it seems to be optional from the directions.  So I intend to add that later after I get the basics to work.

I did not look at your package but I did take a quick look at AwesomeMod to see what was expected.  The plugin search feature looks to be tied to the list of assemblies.  If your plugin does not appear in that list, AwesomeMod will  not know to look for the traits XML file.

The bottom line is that you need to have a .NET assembly named "Simius" in the package to get the plugin scanner to recognize this.

EDIT: One should not read this and assume that I have this working.  I am just going by what appears to be happening in the code.
EDIT 2: Stay away from <CommodityKind> for now.  AwesomeMod has a bug related to converting from the XML to the enum.  (System exception, can't cast a UInt64 to an Int32 in AddValue)  Operator error


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 31, 12:35:18
You're certain that occurs? Because that's a soft-error, indicating you're doing it wrong somehow, perhaps by using a value of uint64 length and trying to cram it into an int32 CommodityKind. I have no such difficulty in the Undiscovered Shiny, which does, in fact, use a CommodityKind (and works, which is why this feature exists). It should say an error of the form "Can't cast <VALUE> (<VALUE TYPE>) TO <ENUM TYPE>". What's <VALUE>? Something that is illegal for int32? I'm not sure how you're even GETTING an invalid cast error, since AwesomeMod specifically handles int32s without ever casting.

I omitted the CommodityKind part of it as it seems to be optional from the directions.  So I intend to add that later after I get the basics to work.
Why did you include all of the rubbish for the "Incontinent" trait instead of your own stuff?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 31, 12:52:35
You're certain that occurs? Because that's a soft-error, indicating you're doing it wrong somehow, perhaps by using a value of uint64 length and trying to cram it into an int32 CommodityKind.

Yeah.  Operator error.  I noticed that it needed to be 32 bit and did change it to a 32 bit value, but apparently it was not 32 bit enough.  When I dropped the hex value down to "0xFFFF" it worked. Perhaps my copy/paste did not catch the entire 64bit string when I replaced it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 July 31, 12:57:49
What was the value originally? 0xFFFFFFFF? Because that value would overload int32 and end up as -1.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lordrichter on 2010 July 31, 16:29:31
What was the value originally? 0xFFFFFFFF? Because that value would overload int32 and end up as -1.

No, it was a meaningful but unique hex string.  In my haste I likely pasted the 32 bit version over the 64 bit version without properly selecting the entire 64 bit string

Edit:  I did somehow have an old copy of the XML around. It was "0xF093C5B9", which is the problem.  Does not like negative numbers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Simius on 2010 July 31, 16:40:48

Why did you include all of the rubbish for the "Incontinent" trait instead of your own stuff?
I haven't actually created my own stuff yet.  Before, if I got it to work, I was expecting it to display a message that no text tips exist and whatnot when I added the trait, and was just going to figure out how to do that at that time.  Then I thought that might be part of my problem so I decided to use your junk until I got it to work, and then fix it afterward.  Bottom line is I won't use your stuff after I get it to work, it is basically just in there as a placeholder for now.

The good news for me is I have no idea how to add a .NET assembly, so I had no chance of getting it to work before.  But now that that has been spelled out for me I can go to google and find out more about it and get that done correctly.  Then it is just a matter of adding my own thumbnails and tool tips/descriptions and then altering my other mod to actually use the trait.  All of which should be pretty easy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alidai on 2010 July 31, 17:51:27
I downloaded the newest version of AM and updated my game(I only have WA).So I installed everything like the manual said,but the problem is that AM doesn't show up,can anyone help?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: friendlyquark on 2010 July 31, 18:07:28
I hate to sound like a broken record, but if you HAD actually done it as the manual said, then you wouldn't have a problem. Try searching the site for answers first, and loading your game without the disc. If it loads without the disc, you have it installed, even if you can't see anything different happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alidai on 2010 July 31, 18:18:59
The game won't load without the disk,so I'm still idiotic...
I tried to install it in program files and documents,it just doesn't seem to work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 July 31, 21:37:06
The game won't load without the disk,so I'm still idiotic...
I tried to install it in program files and documents,it just doesn't seem to work.

Are you trying to run the game from the launcher (ie the icon the game installs by default on your desktop)? If so, that would be why. Awesomemod does not disable the CD check on the launcher so you will either need to run the game directly from the actual game or episode exe file or get a cracked file for the launcher. The latter is not recommended as it causes problems patching later on. You can backup your files but many people forget to do so.

If you are launching straight from the game exe and it's still not working without the CD then Awesomemod is either not installed right or you turned off the CD Check disable in the config. I'm assuming the former because by default the CD Check is disabled and you would have had to actively go out of your way to change that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyromaniac on 2010 August 01, 04:09:49
You're best off making the homes ancestral.

Thanks, Zazazu, for the explanations. I was aware of the ancestral home workaround, but I don't like relying on it due to its limitations - primarily, if your sims get married off and have name-changes, they'll have to find their own place. Also, I think I've seen a family get moved out by awesomemod even though it's assigned to an ancestral home, just to get moved back in an hour later.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alidai on 2010 August 01, 06:56:10
I'm trying from the launcher,so now that I know that doesn't work,I'm still idiotic...
Thanks  for replying,any idea how to make AM work though?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 August 01, 15:35:39
I'm trying from the launcher,so now that I know that doesn't work,I'm still idiotic...
Thanks  for replying,any idea how to make AM work though?

Going out on a limb here, but uh don't use the launcher?  ::)

Alternately if you absolutely insist on needlessly launching your game from that bloated, buggy piece of crap, go back and REREAD WHAT I SAID THE FIRST TIME. There is a way but it involves searching on your part. I am not going to do everything for you. Also, if you do it and then come back at a later date and complain that you can't patch I will point at you and laugh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bottle-O-Cunt on 2010 August 01, 21:24:04
What does the "ShapeDeltaMultiplier" thing mean when the "bodyinfo" command is used, and how can it be changed?
(I assume setfitness/setfatness only toys with the beefiness/fatness/thinness values respectively.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ejayy on 2010 August 02, 06:04:18
can i add new features/tuning files to the awesome mod package file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 August 02, 07:43:51
can i add new features/tuning files to the awesome mod package file?

Stop spamming. You already started a Speshul Snowflake thread for this.

Technically speaking, since Pescado's usage policy is "meh" you can, however if you don't have a good knowledge of coding good luck.

If by some miracle you managed to do it, you would also then sadle yourself to be responsible for updating your Awesomemod variant for every patch, expansion and stuff pack that comes out.

Hope you've got lots of time on your hands.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 02, 13:47:21
Hope you've got lots of time on your hands.

By the way he types, he's got something on his hands, all right.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 04, 01:59:36
What does the "ShapeDeltaMultiplier" thing mean when the "bodyinfo" command is used, and how can it be changed?
It is a piece of technical information that doesn't mean anything to you. Most of these commands were created for technical purposes and therefore may print out results that are cryptic and meaningless to the uninitiated, and should be disregarded unless specifically mentioned as relevant to your interests.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Freezerburn on 2010 August 06, 10:30:41
can i add new features/tuning files to the awesome mod package file?

Yes, you can.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2010 August 06, 18:08:25
All the bookshelves and all the books in my 'hood vanished again. This is a different 'hood than the last one this happened in. It happened twice now and both times with AwesomeMod running; I know twice isn't really a strong indicator, though. Anyone else ever had something like this?

I don't know if it happened at the exact same time, but also all relationships in the 'hood were suddenly gone. I usually don't look often at the relationships panel and only noticed when a sim suddenly rolled the wish to meet her daughter. Again: Anyone ever had something like this?

Like stated, I don't know if these occurances are AM-related, although they happened with AM running. Since the issue is vanished data, I wouldn't even know where to begin investigating it. I rolled back to a previous savegame for now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 06, 21:15:32
AwesomeMod has no ability to vanish objects. If all the bookshelves and books vanished, it's something that did something to the underlying bookshelf OBJDs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 August 07, 00:44:52
All the bookshelves and all the books in my 'hood vanished again. This is a different 'hood than the last one this happened in. It happened twice now and both times with AwesomeMod running; I know twice isn't really a strong indicator, though. Anyone else ever had something like this?
Nope.
Quote
I don't know if it happened at the exact same time, but also all relationships in the 'hood were suddenly gone. I usually don't look often at the relationships panel and only noticed when a sim suddenly rolled the wish to meet her daughter. Again: Anyone ever had something like this?
Nope.
Quote
Like stated, I don't know if these occurances are AM-related, although they happened with AM running. Since the issue is vanished data, I wouldn't even know where to begin investigating it. I rolled back to a previous savegame for now.
Might be a mod conflict.  I suspect if it was AM related you would see heaps of complaints as everyone would have the same problem.  Given the range of CC and mods available, and the fact everyone uses different combinations of CC and mods, these limited problems are more likely a mod/CC conflict/problem than an AM specific problem.  But I could be wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pkmx on 2010 August 07, 01:12:52
The catch to making your own traits and moodlets is that, unless you already have your own mod that uses them, they will do ABSOLUTELY NOTHING.

I have a mod that could use custom moodlets. I assume instructions are pretty much the same as these ones:

How to create a custom trait plugin that will work in AWESOMEMOD:
First, take a look at the relevant XML in AwesomeMod: THe instance is FNV64 of "AwesomeTraits". To create your own, use the value "<YOUR ASSEMBLY HERE>Traits", like "SimiusTraits".

Now, inside the Traits block, like so, you will need to have the following:
Code:
<Traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>NAME OF TRAIT VARIABLE HERE - NO SPACES, SIMILAR TO EAXIS ENUM</Name>
    <Hex>HEX VALUE YOU WISH TO HAVE THAT TRAIT BY: ONCE YOU SET IT, NEVER CHANGE IT - MAKE SOME SHIT UP AT RANDOM - MUST BE UNIQUE</Hex>
  </TraitNames>
etc.
Repeat the last <TraitNames> block for every trait you wish to define.

Every trait may have an associated "Commodity" indicating that the sim desires that particular advertised commodity. You can leave it blank, or define it similarly to TraitNames, only with "CommodityKind". Add a blank header as above, then proceed to define CommodityKinds. Then proceed to the TraitList block definition as with AwesomeTraits, and define your trait below: The "Name" field will now recognize since you defined it in TraitNames. Two additional categories of trait exist in AwesomeMod: "HiddenInCAS", meaning "real trait, visible, can be learned in conversation, but cannot be chosen in CAS", for special visible-schtick traits, and "Administrative", meaning "not visible, doesn't count, can't be learned", for things like "Sacred" and "Radar".

To verify that your trait loaded successfully, use the "traitinfo" console command to see if data could be brought up.

How do I verify if my moodlet loaded successfully?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 07, 20:43:08
buffinfo X. If it says it found it, then it worked. Doesn't print any other information, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2010 August 08, 18:13:26
could someone tell me how does the new "[un]hideobjects" debug building cheat code work? what do i type to activate it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Trystiane on 2010 August 08, 21:34:45
Is there a way to disable the light cloning feature?  Its is useful, but not always.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 August 09, 06:50:25
There is one Sim in my game that hasn't got any opportunity at all for weeks. Is there any way to fix this? The "refresh" or "restartopportunities" command (can't remember the exact name right now) does not help. In fact I suspect that this command may have started this in the first place, because I had used it twice on that Sim in other hoods before I plopped it into the current one.
The Sim in question does receive adventure opportunites while on vacation but no career, skill or special opportunities in its home world.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bumber on 2010 August 09, 07:01:10
What are the criteria for an object to be marked "Kewian-based" in the buy mode catalogue?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 09, 07:10:26
A Kewian-based object is one that has been deemed to be unworthy of purchase, due to the fact that it causes negative side effects or is grossly insuperior in a critical way to other versions of it. Don't buy Kewian-based substitutes, as they are worse than nothing at all. Accept no Kewian-based substitutes!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: elrobbbb on 2010 August 11, 12:45:46
getting message that awesome mod expired august 10. Downloaded newest one. installed new framework files. deleted all cache files. still got message expired and game would crash. removed awesome mod and still get the same message and the same result. how do i remove all of awesome mod so my game will start normally?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bottle-O-Cunt on 2010 August 11, 13:05:34
getting message that awesome mod expired august 10. Downloaded newest one. installed new framework files. deleted all cache files. still got message expired and game would crash. removed awesome mod and still get the same message and the same result. how do i remove all of awesome mod so my game will start normally?

Acquaint yourself with the "Shift" key.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 11, 13:07:17
getting message that awesome mod expired august 10. Downloaded newest one. installed new framework files. deleted all cache files. still got message expired and game would crash. removed awesome mod and still get the same message and the same result. how do i remove all of awesome mod so my game will start normally?

Acquaint yourself with the "Shift" key.
Yes.  You have two of them, one on each side of the keyboard, just in case your hand gets tired from all that shifting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: elrobbbb on 2010 August 11, 13:50:35
Ok..i will put awesome mod back in then try the shift key. Thanks very much.

tried...same result...been with game for years  never used the sift key outside of the game itself. Explain or give me a link with an explanation please. i miss the old days of carrigon and paladin then pescado at MTS in 2006. Things were much easier then. I think I will need to reinstall.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 11, 15:32:21
Ok..i will put awesome mod back in then try the shift key. Thanks very much.

tried...same result...been with game for years  never used the sift key outside of the game itself. Explain or give me a link with an explanation please. i miss the old days of carrigon and paladin then pescado at MTS in 2006. Things were much easier then. I think I will need to reinstall.

(http://i960.photobucket.com/albums/ae86/jeromycraig/DoubleFacePalm1.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BlueSoup on 2010 August 11, 15:49:19
(http://i37.tinypic.com/10i6w05.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: SJActress on 2010 August 11, 18:21:34
never used the sift key outside of the game itself.

Obviously. It can't even spell it correctly!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Motoki on 2010 August 11, 18:49:09
Oh I don't know, I think a sift key could be useful for baking cakes.

In all seriousness though, how does anyone use a computer without ever using the shift key UNLESS THEY TYPE IN ALL CAPS? *mind boggles*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2010 August 11, 21:35:58
they could also be typing all in lowercase while only using punctuation that you need do not key for like periods and commas, as i am demonstrating here.

.... But I like my shift key.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gatopreto on 2010 August 12, 14:06:54
Could someone tell me the awesome console command to access the special merchant's wares from every vacation world? I know I read it here, but I cannot find it anymore, and the search button isn't being helpful.



ETA: Nevermind. After searching the threads for half the afternoon, I found it on the RTFM: it's "adventureshop", if anyone else is interested.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 August 13, 02:25:22
Could someone tell me the awesome console command to access the special merchant's wares from every vacation world? I know I read it here, but I cannot find it anymore, and the search button isn't being helpful.



ETA: Nevermind. After searching the threads for half the afternoon, I found it on the RTFM: it's "adventureshop", if anyone else is interested.

Had you tried typing "help" into the cheat bar while playing? You get a nifty list of commands that way.


Title: clicking and creating a random sim in household?
Post by: padingtonbr on 2010 August 23, 02:29:31
Hi,

I used to play Sims 3 with AwesomeMode a year ago and remember being able to Shift click  or something like that in any household and it would give me a option to create a random sim...I could choose the age and gender.  I can't find it now.  I don't believe I had any other mods except AwesomeMod. 

Can anyone tell me how I can do that again...  Thank you for your help !!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 23, 07:01:09
There has never been such a command. It is probably an EAxian debug command, and the presence or lack thereof is not really an AwesomeMod concern.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2010 August 23, 11:15:34
pardon me, but is it possible to mod the buy mode UI? displaying only 2 rows of items makes browsing and searching abit slow.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 23, 13:26:34
pardon me, but is it possible to mod the buy mode UI? displaying only 2 rows of items makes browsing and searching abit slow.

Is it possible for you to learn how to fucking write?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 August 23, 19:18:03
Do you even begin to realize how petty it is to freak out about two uncapitalized words and one (very likely mistakenly) missing space?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 23, 19:26:39
Do you even begin to realize how petty it is to freak out about two uncapitalized words and one (very likely mistakenly) missing space?

Well, we could be freaking out about your gross adoptive incest Sims, but you've quite frankly gotten more attention over that than you deserve.

It writes like a moron.  It does it constantly.  It can learn to write like a grownup, or it can fuck off somewhere else and take you with it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 24, 18:25:08
pardon me, but is it possible to mod the buy mode UI? displaying only 2 rows of items makes browsing and searching abit slow.
Possible, but outside my field of expertise: UI design is not my thing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 August 25, 16:56:01
The request thread on MTS has (or had) a guy who knows how to do UI mods, ask him. I can't say he's reliable about it though, I asked for a quick fix ages ago and he never actually got around to it.


Title: Re: clicking and creating a random sim in household?
Post by: phnxflyng on 2010 August 27, 14:24:01
Hi,

I used to play Sims 3 with AwesomeMode a year ago and remember being able to Shift click  or something like that in any household and it would give me a option to create a random sim...I could choose the age and gender.  I can't find it now.  I don't believe I had any other mods except AwesomeMod. 

Can anyone tell me how I can do that again...  Thank you for your help !!

I could be wrong, but I think this was something you could do in TS2.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 August 27, 18:11:45
You can do it in Sims 3. It requires debug commands to be enabled.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bottle-O-Cunt on 2010 August 28, 15:51:27
What does the "ShapeDeltaMultiplier" thing mean when the "bodyinfo" command is used, and how can it be changed?
It is a piece of technical information that doesn't mean anything to you. Most of these commands were created for technical purposes and therefore may print out results that are cryptic and meaningless to the uninitiated, and should be disregarded unless specifically mentioned as relevant to your interests.

But I realise it adds more bulk/buffiness to my sim. Is there any way we toy with those values as done with "setfatness" and "setfitness"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 29, 11:48:47
Most of the cryptic items are procedurally generated values being displayed, and are not objects that can or should be altered. They are displayed so that the person the command was ORIGINALLY intended for, namely, me, can know what the resulting value is.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: notyourbusiness on 2010 August 29, 11:50:38
Awesomemod is supposed to stop CAS age staggering, right? It doesn't in my game for some reason. Never has.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 August 29, 20:44:44
You can do it in Sims 3. It requires debug commands to be enabled.

Okay, I tested this. No dice.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 August 29, 23:37:07
You can do it in Sims 3. It requires debug commands to be enabled.

Okay, I tested this. No dice.

Unreliavole, by Calvin Klein.  ASK FOR IT BY NAME.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 August 30, 01:53:12
What's the point of warning labels if people won't even read them? SHEESH.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 August 30, 02:09:13
In that case, it's probably debug + supercomputer. This stuff doesn't have labels on the commands telling you what makes it possible, yknow.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 August 30, 02:46:29
Awesomemod is supposed to stop CAS age staggering, right? It doesn't in my game for some reason. Never has.
Nope. Doesn't specifically stop CAS age staggering, although it does handle its own "sanity staggering" if you enable Awesome CAS Relationships to make sure that all the ages set are "tournament legal".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2010 August 30, 12:50:07
Does it at least stop CAS twins being staggered from each other?
Also ,am I imagining things or is AM supposed to make it now so that parking spaces can be made invisible in live mode? If so how do I go about doing it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tangie on 2010 August 30, 17:38:21
Invisible parking spaces is an option in the config file.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 September 01, 05:00:11
What's the point of warning labels if people won't even read them? SHEESH.

Well, sure. But Unreliavole doesn't mean ALWAYS wrong. Just unreliable, right? I figured I'd test it to see where this particular instance landed. And the label was, in fact, confirmed. If we were talking bottles of poison, I'd be dead now.

edited for clarity


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nalia on 2010 September 01, 10:07:31
Question: Am I going to bork a newly installed game, if I save an overstuffed household, say 16 Sims, and place them in the new world?   Considering I have activated the said option in both the old and new game I think it should be alright, but better be safe than sorry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2010 September 01, 21:43:10
Well, sure. But Unreliavole doesn't mean ALWAYS wrong. Just unreliable, right? I figured I'd test it to see where this particular instance landed. And the label was, in fact, confirmed.
The shouty one is right, though. It's a debug interaction labeled "Make Sim" that gets added to the terrain. You probably need to click on terrain belonging to a residential lot, or at least you shouldn't use it on anything else but that (otherwise the created sim won't be added to a household).

Quote
If we were talking bottles of poison, I'd be dead now.
Probably just an upset stomach.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: phnxflyng on 2010 September 03, 00:42:49
The shouty one is right, though. It's a debug interaction labeled "Make Sim" that gets added to the terrain. You probably need to click on terrain belonging to a residential lot, or at least you shouldn't use it on anything else but that (otherwise the created sim won't be added to a household).

Click how? I've tried shift-click, ctr-shift-click, and ctr-click, in the center of an inhabited residential lot. What am I doing wrong? (Yes, debug interactions is enabled, I did a showconfig before I started just to be sure.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2010 September 04, 11:30:28
Click how? I've tried shift-click, ctr-shift-click, and ctr-click, in the center of an inhabited residential lot. What am I doing wrong? (Yes, debug interactions is enabled, I did a showconfig before I started just to be sure.)
It's ctrl-shift-click and the interaction shows up no problem for me, right on the first "page" of the pie menu.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 September 10, 05:38:29
Is autosave messed up for anyone else? I set it to save at intervals of 5 while I was testing something, then updated it to 10. Depending on what I'm doing, I change it in game at times.

After changing it to 10, it autosaved 5 minutes after the previous autosave. Then the game unpaused, then it autosaved AGAIN, as if the interval was both 5 and 10 minutes. 5 minutes later, autosave. 5 minutes later, two autosaves.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 September 10, 06:16:32
Yeah, it seems to behave kinda weird at times. Probably because it's a refit of an original EAxian thing. I will look at it when I get a moment.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2010 September 10, 14:01:50
How hard would it be to make it so that one could delete category items in-game using AM?

I'm thinking, when using editsim on some poor Sim, I happen to see some hideous EAStore 50's throwback piece-of-shit clogging things up and the urge to kill it is fairly pronounced. I'd love to be able to just drag it to a trashcan or right-click it and have it permanently deleted -- thereby freeing up that much extra memory, and doing away with something offensive to the eyes.

Obviously, I'm aware that the game makes extended use of a lot of the more hideous items, and if they are mysteriously dragged away from it, it might have a series of tantrums unless it's properly pacified. So, maybe the system could go ahead and make substitutions throughout the neighborhoods for things taken out? That's probably a lot of fiddly work, though. And I'm not exactly sure what happens when the game just can't find something it used to have. I think it just substitutes something in itself, like the default hair in place of a Peggy hair. So, perhaps that not really a problem. Actually, I quite often use editsim to fix up Sims I see in-game, so I'm doing this kind of thing naturally.

The thing is, with more and more stuff packs coming out and adding less-than-desirable things to the catalogs, the more need I see for such a feature. I don't think there's currently an external program that offers 3D previews and catalog manipulation (editing the DCCache files directly), is there? The closest I've come across is to use  TSR Launcher to install Sims3packs and then use it to remove stuff I deem offensive. I haven't tried it yet, but I'm hoping it will be able to delete individual items from within the sims3pack, from the DCCache files (and DCBackup, but that's not important). I haven't tried it yet, but I hope it can do that. But that still leaves the package-based mods. They're a little more manageable to delete if you know which is which, or have kept jpgs of what each one is. I don't, so... ;)

Well, OK, I guess I've laid out the picture well enough. What I'd like is to be able to right-click on something and have the option to delete it's package file outright, or delete the entry out of the DCCache files. How possible is it? I can imagine it'll be tricky trying to link an instance of an object back to where it comes from, especially if it comes from the jumble of stuff that is a .dbc file. But... that kind of functionality would be /awesome/ to have.

Oh, and if there IS an external program I can use to preview/delete store stuff and the like, then don't hold back. At present, my collection of CC is relatively small. I don't like to bloat out my game with stuff I don't use. I do still have a lot of crap in my game though, so... at some stage I want to have a good clean out. And when that happens, I can see that I'll want to replace it with stuff I do actually like. Either that or I have to increase my computer's memory. :P

OK, just a thought (that might have been discussed before, I'm not sure).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 September 10, 14:30:43
As far as SP's and EP's go, the objects are all archived together in giant files, so deleting them may not be possible without causing Very Bad Things in your game.  What you would probably have to use would be a mod that keeps them from showing up in the catalog.  There are a few mods like that with CAS items on MTS.  With store items, though, you can extract the Sims3packs into .package files and only keep the ones you want.  I'd recommend learning how to manually merge files if you use this method.  Lots of .package files can significantly slow your game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryguy on 2010 September 11, 08:43:43
Yeah, you bring up some helpful thoughts, Jeromy.

I have given thought about assembling my own .dbc files before, but at this stage I'm shying away from it until I really have to, say in the event I start getting Error 12s and can't save. And you're right about EPs and SPs putting their stuff in their own archives. I hadn't thought about it in those terms, but I can see that would make things a little trickier.

Right now I've got 1.22 GB of dbc files, and only 208 MB of packages. I'm extremely conservative about what I manually add to my game in terms of packages, looking at pics beforehand and seeing how they turnout in-game, etc. But I tend to just let the craptastic EA files in wholesale, just because of the ease of that installer. I can see that I'm going to have to get brutal on this though, because I really can't stand half of that stuff.

To start, I guess I'll take note of what needs to go in the catalogs, and then maybe I can put some order to things. Thanks again. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: littleblackdog on 2010 September 15, 00:42:35
A few minutes ago I downloaded the Awesomemod.  When I unzipped and  right-clicked on it to check if it was an update, the properites showed me that it was created  sept 7, 7:01 a.m. It appears to be the same one I have been downloading since the patch and updates from EA.  Is this the most recent awesomemod?  I noticed the FOJ posted an update report Sept 10


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 September 15, 04:27:27
A few minutes ago I downloaded the Awesomemod.  When I unzipped and  right-clicked on it to check if it was an update, the properites showed me that it was created  sept 7, 7:01 a.m. It appears to be the same one I have been downloading since the patch and updates from EA.  Is this the most recent awesomemod?  I noticed the FOJ posted an update report Sept 10.

That is the latest.  I believe the update in the thread for Sept. 10 was when he moved it from testing to release, there was no actual update to AM at that time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chandria on 2010 September 17, 00:00:14
Hi I'm having problems getting AwesomeMod to work. I have both World Adventures and Ambitions.
I think I've followed all the instructions correctly but when running the game 'showconfig' comes up with nothing.

I followed the framework instilation instructions found here:
http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg540991.html#msg540991 (http://www.moreawesomethanyou.com/smf/index.php/topic,17454.msg540991.html#msg540991)

Which leaves me with a folder in C:\Program Files\Electronic Arts\The Sims 3\ called 'mods' containing the Resource.cfg file and a subfolder called 'packages'. I placed the awesome mod in the packages folder along with a configuration file. Am I missing anything? Do I need to copy and paste it all to my expansion pack directories too? Does it matter that I'm using the launcher and not the exe?

Re-read your instructions again. 
Do NOT follow the uninstall directions when you should be following the INSTALL directions.
In other words:
You've done it wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Vermilion on 2010 September 17, 00:31:51
I had a previous version of the framework installed from way back before I had any expansion packs. Thats why I followed the uninstall instructions. There's no need to be rude.

What, you come to MATY expecting people to be unconditionally polite?  Believe me, that was pretty mild by MATY standards.  Get some thicker skin and read the FAQ!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Chandria on 2010 September 17, 00:49:11
I had a previous version of the framework installed from way back before I had any expansion packs. Thats why I followed the uninstall instructions. There's no need to be rude.

If you'd followed the instructions correctly there would not be anything in C:\Program Files\Electronic Arts\The Sims 3...etc...
except maybe the d3dx9_31.dll which should be in every individual \Game\Bin folder for every EP and Sp you have.
(This is not necessarily required for everyone but some people cannot run their games without it.)

Everything would be in your C:\Your Name\My Documents\Electronic Arts\The Sims 3\Mods folder

Re-read and FOLLOW the instructions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 September 17, 08:12:27
Is there any way with AM to get rid of self-written books in the public library bookshelves? As Sims will not read those autonomously anyway, I find them quite useless there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: funkilla on 2010 September 18, 20:11:37
No. The produce in your sim's inventory is being sold because it is of substandard quality. Since Kewian-based produce that is below store quality offers no value, it is automatically disposed of as it is probably some garbage you fished out of the trash can during a rummage. If it isn't, it still doesn't answer the question of why you planted that.

Is this why my paintings keep getting automatically sold?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mrclopes on 2010 October 25, 14:15:58
Hello, how do I edit the Sims3GameplaySystems.dll without getting the startup message that will corrupt my save and other bs, at first I thought I did something wrong, but my tweaks worked in basegame, so I guess it's somekind of protection in awesomemod, is possible to make my own tweaks in the game core? if yes, can someone point me the right direction?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Batman on 2010 October 26, 23:34:50
Will the current released version work with LN? I understand there will be bugs, but was just curious if it was at least playable.
 ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ShortyBoo on 2010 October 27, 00:15:03
Will the current released version work with LN? I understand there will be bugs, but was just curious if it was at least playable.
 ::)


Nope. The current version won't work if you install LN or the newest patch. You'll have to wait.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 October 27, 01:11:42
Will the current released version work with LN? I understand there will be bugs, but was just curious if it was at least playable.
 ::)


Actually, I think if you buy the special premium version by donating $100, it will work, and also, you computer will smell like unicorm farts.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Botswana on 2010 October 27, 15:49:06
Quote
Actually, I think if you buy the special premium version by donating $100, it will work, and also, you computer will smell like unicorm farts.

Do you accept pesos?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 October 27, 16:02:00
If Paypal does, we do. SUPPORT THE MUNICIPALITY!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Patrick on 2010 October 27, 16:07:20
Do you accept pesos?

As in 100 pesos (http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=100+pesos)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 October 27, 16:43:53
Do you accept pesos?

As in 100 pesos (http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=100+pesos)?

Gosh you are HI-larious. Look, if you like Awesomemod, then man up and help pay for the servar. Otherwise, it will either go to a crappier servar, where you won't be able to get instant and consistent access, or it will disappear altogether.

You don't HAVE to donate, sure, but conversely, Pescado doesn't HAVE to provide the awesome services.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 October 27, 17:20:22
Well, to be fair, pesos are as valid money as anything else, these days.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Patrick on 2010 October 27, 17:56:29
Gosh you are HI-larious. Look, if you like Awesomemod, then man up and help pay for the servar. Otherwise, it will either go to a crappier servar, where you won't be able to get instant and consistent access, or it will disappear altogether.

You don't HAVE to donate, sure, but conversely, Pescado doesn't HAVE to provide the awesome services.

Obviously I'm not suggesting not donating, I was just wondering why he asked if he could pay in pesos citing where it said that you get a special premium edition.
Awesome-mod surely is awesome and Pescado deserves to be at least be payed enough to pay for his servers if not more to compensate him at least partly for the time and money invested in this community and modding. I'm certainly going to donate myself once I get some more money together (as a high school student I obviously don't earn much). I'd rather give it to somebody like him than those guys at EA who fuck up every other patch and can't get their act together with almost every game they touch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: GrandKaiser on 2010 October 28, 04:10:23
I'd rather give it to somebody like him than those guys at EA who fuck up every other patch and can't get their act together with almost every game they touch.

Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 October 28, 04:37:43
I'd rather give it to somebody like him than those guys at EA who fuck up every other patch and can't get their act together with almost every game they touch.

Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

Pescado "mods something already made" because EA is perfectly content to send games out with massive bugs and idiotic behavior routines, most of which will never get addressed in an official patch.  Considering how buggy LN is right out of the gate, don't be so quick to defend EA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 October 28, 05:44:26
I'd rather give it to somebody like him than those guys at EA who fuck up every other patch and can't get their act together with almost every game they touch.

Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions.

And you know he couldn't do this how?

All he does is mod something already made.

He does more than just mod the game, he fixes all the crap that EAxis couldn't give a rats about, and makes the game playable.  If EAxis properly tested the game, listened to people, and produced a proper working product, people like Pescado wouldn't need to do anything to the game.

Don't be so quick to bash EA.

Sounds of the shouty one here with the stoic defence of EAxis.  Don't be so quick to defend EAxis.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2010 October 28, 08:35:16
About the expiry date: Once the last EP/SP has been released and every bugfix and improvement possible has been implemented, would you release a final version without the expiry date?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 October 28, 08:45:25
Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

It's also possible you could not accommodate a largish-sized watermelon in your asshole, but I suspect more than one've found their way up there all the same.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Patrick on 2010 October 28, 10:41:44
About the expiry date: Once the last EP/SP has been released and every bugfix and improvement possible has been implemented, would you release a final version without the expiry date?

AFAIK it's more of an "get an update" reminder if anything. Just turning back the clock should allow you to run it if it has expired. There's probably even software around this, so even if he stopped right now you'd find a way to run it anyway.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 October 28, 13:18:08
Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

It's also possible you could not accommodate a largish-sized watermelon in your asshole, but I suspect more than one've found their way up there all the same.

You can haz all the internets now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 October 28, 14:01:04
Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

It's also possible you could not accommodate a largish-sized watermelon in your asshole, but I suspect more than one've found their way up there all the same.

I thought you put watermelons in your HEAD. Now I am all confused.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 October 28, 14:15:26
About the expiry date: Once the last EP/SP has been released and every bugfix and improvement possible has been implemented, would you release a final version without the expiry date?
That's the plan, yes. If we move on to Sims 4, a semi-final version will be issued.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2010 October 28, 22:59:35
Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

It's also possible you could not accommodate a largish-sized watermelon in your asshole, but I suspect more than one've found their way up there all the same.

I thought you put watermelons in your HEAD. Now I am all confused.
In this case, I don't think the two conflict.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 October 29, 07:33:49
Props to Pescado and all hes done. But.

Pescado couldn't fully program Sims 3 or any of the Expansions. All he does is mod something already made. Don't be so quick to bash EA.

It's also possible you could not accommodate a largish-sized watermelon in your asshole, but I suspect more than one've found their way up there all the same.

I thought you put watermelons in your HEAD. Now I am all confused.

Big head or little head?

Location counts. We're not aiming for speed, just accuracy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: carealicious on 2010 October 29, 09:00:03
I'm hoping this is the right thread to bring this up in.

I started getting a warning yesterday that I need to update my game by Oct 30/2010. I have tried all 3 of the links for awesome.zip that are in the main "download the mod" thread, and all of them are the same version as the one I already had installed and they give me the same "error" message. I then tried the awetest1.8.1.zip and the updater ran fine and said that it updated but still I am getting the error message. I also tried the v2 beta test and that cause the game to lock while loading on the sims 3 ambitions page before it even gets to the point where it would show me the message (or let me chose my game to load).

I would appreciate any help or advice as I really like the awesomemod and I don't want to have to stop using it tomorrow because it's "expired". Thanks a bunch for any help you can provide!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 October 29, 09:34:42
Removed expire from oldpatch version until test version is finished testing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: selty on 2010 October 29, 11:08:10
Just curious on the ETA of a Late Night awesomemod?

Also just a heads up to people thinking of buying it now, I'd suggest wait until we get some mod compataibility, as my large library of mods have screwed up shit in the game. One example being in CAS all my sims have super huge muscles and practically none of the sliders work.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2010 October 29, 11:11:20
Just curious on the ETA of a Late Night awesomemod?

Also just a heads up to people thinking of buying it now, I'd suggest wait until we get some mod compataibility, as my large library of mods have screwed up shit in the game. One example being in CAS all my sims have super huge muscles and practically none of the sliders work.

Well, duh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: selty on 2010 October 29, 11:24:20
Well, hey, not everyone is gonna know that. Jus' being a handy little helper.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 October 29, 11:50:54
Just curious on the ETA of a Late Night awesomemod?
Yesterday?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2010 October 29, 21:35:44
About the AM version released yesterday...is it compatible with the new update?  I don't have LN and I don't plan to buy it for a while, I just want to know if it's safe for me to get the latest EA patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2010 October 29, 21:57:24
About the AM version released yesterday...is it compatible with the new update?  I don't have LN and I don't plan to buy it for a while, I just want to know if it's safe for me to get the latest EA patch.

Pee? Is that you? Or is it just someone with a hilarious sense of humour? Either way, LOVE the username.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2010 October 30, 15:08:09
Thanks  :) Not Pee, though...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 October 30, 16:43:22
About the AM version released yesterday...is it compatible with the new update?  I don't have LN and I don't plan to buy it for a while, I just want to know if it's safe for me to get the latest EA patch.

Pee? Is that you? Or is it just someone with a hilarious sense of humour? Either way, LOVE the username.

Rohina, you addressing someone with a similar name to find out if it's her is CLEARLY evidence of malicious stalking and trying to ruin Pee's life! Next, you'll probably send emails to her job about your internet butthurt, won't you!?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 October 30, 22:31:47
Well, hey, not everyone is gonna know that. Jus' being a handy little helper.

People who aren't bright enough to "know that" deserve to have their games destroyed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BeautyWitch on 2010 October 30, 23:24:27
I've been searching all day and still can't find an answer, so here goes: The version of AM I was using expired and I'm not sure which one to install, my game version is: 4 0 87. The version I was using would throw out a non-critical core mismatch warning at me but it worked fine with no problems. I've downloaded allversions of AM but no sure which to use or if I have to wait for a compatible version. **hope someone answer soon I think I'm having withdrawal symptoms**


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Patrick on 2010 October 30, 23:42:19
I've been searching all day and still can't find an answer, so here goes: The version of AM I was using expired and I'm not sure which one to install, my game version is: 4 0 87. The version I was using would throw out a non-critical core mismatch warning at me but it worked fine with no problems. I've downloaded allversions of AM but no sure which to use or if I have to wait for a compatible version. **hope someone answer soon I think I'm having withdrawal symptoms**

You've got to be kidding me. Please scroll up to read the posts before you on this very page and then GTFO. This blatant display of stupidity is just plain insulting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2010 November 06, 12:07:56
How much do you wanna bet that now we have a non-test version, EA will push another patch soon.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 November 07, 23:05:26
I've been searching all day and still can't find an answer, so here goes: The version of AM I was using expired and I'm not sure which one to install, my game version is: 4 0 87. The version I was using would throw out a non-critical core mismatch warning at me but it worked fine with no problems. I've downloaded allversions of AM but no sure which to use or if I have to wait for a compatible version. **hope someone answer soon I think I'm having withdrawal symptoms**

Holy fucking catfish batman, another fucking idiot. 

I seriously doubt you even did a single fucking search, because if you fucking did, you would have found the problem.

There will NEVER be another version of AM compatible with game version 4.0.8.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lakart on 2010 November 10, 04:38:14
The following question may be stupid, worthless or just simple and in need of answering. Feel free to throw ridicule and flaming feces.

I have several mods installed including awesomemod(configured via the online configuration tool) and all of them work, except awesomemod. Awesomemod previously worked for me, but I am not sure when it was working or which expansions/stuff packs I had installed at the time. None of the Mods I do have installed right now should conflict with awesomemod and I really do miss the awesomeness of awesomemod, so I would appreciate some help or random theory flinging. Or Flaming Feces. Everyone loves the Flaming Feces.

Basically my question is: How did I fuck up when I haven't really done anything except follow the install instructions?

Additionally the command "showconfig" does not work in the game, which is what makes me think awesomemod isn't working at all.

Specifics: I have all EPs and SPs so far installed, installed awesomemod via the instructions and followed the post by Simius here http://www.moreawesomethanyou.com/smf/index.php/topic,18793.0.html

Update That You Don't Care About: I figured out what my problem was and fixed it but I am going to leave this post here so you can all yell at me, because I know you love to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 November 10, 15:09:57
I am going to leave this post here so you can all yell at me, because I know you love to.

Meh.  I'm good.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2010 November 10, 22:51:40
As the first non-argumentative poster on page 113, I have a question.  What are these new skills that have been added to Supreme Commander?  And maybe if we didn't fill up the forum with these ridiculous arguments, a search for the answers might be more effective.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2010 November 11, 19:35:11
I assume it means that SC has been updated to recognise and utilise the new LN skills such as Mixology, not that brand new skills have been created.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gastfyr on 2010 November 11, 20:21:59
I assume it means that SC has been updated to recognise and utilise the new LN skills such as Mixology
It doesn't seem to work for Mixology yet.  My sim had one point in Mixology and access to a professional bar in his home as well as mixology books at the library, but the option for skilling Mixology did not show up in SC.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 November 11, 21:19:43
Not all of them are implemented yet, just some of them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: myskaal on 2010 November 12, 07:53:57
I'm curious how AM is currently categorizing apartment NPCs. Are they considered homeless? While working my way through the apartment buildings trying to eliminate duplicates, I noticed many of them are new NPC types (mixologists, papparazzi, bouncers) and not considered service. On a listhomeless the list is full of single sim families; too many to fit on the popup, wihich makes me think it may be the NPCs in the apartments that are being listed. I wonder if AMStory will then continuously try to move them into available "homes" as I evict, causing the game to spawn more NPCs to fill the apartments (if it even does that).

eta: After some random destroyalltownies it appears this is the case. NPCs will move into the available apartments but are still considered homeless making it impossible to leave certain pieces of real estate open. Evict and delete one, another snaps up the house and another is regenerated to take the place of the evicted/deleted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 November 12, 23:36:40
Will using assorted cheats during building lead to corrupt lots and set you on a slippery slope towards a BFBVFS, most notably when using columns to place floor tiles, then remove the columns after placing the floor tiles?

Does anyone know if it is possible to increase the area which a column will cover, I find the current 5x5 tile space to be rather small and inconvenient in most cases?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Narmy on 2010 November 14, 04:18:12
Quick question:

I'm on week 20+ of my neighborhood, and I noticed when I go to vacation spots that there are no explorers in the home base anymore. I'm guessing they all died of old age, but shouldn't new ones spawn? I have the AM "disableexplorersims" turned off, but it still seems to be blocking them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Valerie on 2010 November 14, 16:42:00
So, I am going on vacation soon for ten days. The last time I tried to play sims without internet, (I'm bringing my laptop for the road trip), Awesomemod said it expired. Is there anyway to override this so you can use it while you have no internet? I'm just wondering because I normally keep very large families and I use Awesomemod to do it as well as other things important to my game.


My computer's clock back? Okay... sounds simple, thank you :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 November 14, 17:32:24
In an emergency, you can just roll your clock back. If you roll it too far back, it will yell at you, but let you do it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gumballmachine on 2010 November 16, 10:35:16

I apologize in advance for my being a n00b. I find this forum to be quite alluring and therefor I'm trying to explore it best I can, yet some things are still non mistakably, unclear.

My question is first of all if there is already an existing mod that reduces the chance of pregnancy when trying for baby TS3? And Secondly if there is a possibility of creating one, if the answer to the first question is "no".

I've been searching but haven't been able to find the answer myself.
Thanks for your time!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 November 16, 10:37:49
I'm on week 20+ of my neighborhood, and I noticed when I go to vacation spots that there are no explorers in the home base anymore. I'm guessing they all died of old age, but shouldn't new ones spawn? I have the AM "disableexplorersims" turned off, but it still seems to be blocking them.
"Explorers" are actually just sims from other vacationlands. Since they have all probably died and the game only regenerates them in a half-assed way, they're probably much less frequent.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 November 16, 11:06:56
So, I am going on vacation soon for ten days. The last time I tried to play sims without internet, (I'm bringing my laptop for the road trip), Awesomemod said it expired. Is there anyway to override this so you can use it while you have no internet? I'm just wondering because I normally keep very large families and I use Awesomemod to do it as well as other things important to my game.

Before you go, grab the latest version, at the moment updates haven't been that far apart, and the expiry time frame appears to be about a month at the moment.  While you may not get a recent update, which would require you to set your computer's date back, you may get a recent update which won't expire while you're away.  The short expiry periods, such as 7 days, tend to apply when AM is first released as a test and public release, once it's reasonably stable, the expiry gets pushed back more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Valerie on 2010 November 19, 00:00:44
So, I am going on vacation soon for ten days. The last time I tried to play sims without internet, (I'm bringing my laptop for the road trip), Awesomemod said it expired. Is there anyway to override this so you can use it while you have no internet? I'm just wondering because I normally keep very large families and I use Awesomemod to do it as well as other things important to my game.

Before you go, grab the latest version, at the moment updates haven't been that far apart, and the expiry time frame appears to be about a month at the moment.  While you may not get a recent update, which would require you to set your computer's date back, you may get a recent update which won't expire while you're away.  The short expiry periods, such as 7 days, tend to apply when AM is first released as a test and public release, once it's reasonably stable, the expiry gets pushed back more.

Oh true. I'll update it before I leave and if it for some reason expires I'll just set the time back. Thank you both :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 November 19, 07:37:38
I apologize in advance for my being a n00b. I find this forum to be quite alluring and therefor I'm trying to explore it best I can, yet some things are still non mistakably, unclear.

My question is first of all if there is already an existing mod that reduces the chance of pregnancy when trying for baby TS3? And Secondly if there is a possibility of creating one, if the answer to the first question is "no".

I've been searching but haven't been able to find the answer myself.
Thanks for your time!

Are you ESL? Just asking. Also, did you notice the handy dandy little "search" box up there? You need to become its BFF. However, I'm feeling particularly helpful today, don't expect the same in future or from others.

Try the Birth Control Mirror (http://www.moreawesomethanyou.com/smf/index.php/topic,16578.0.html)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2010 November 19, 20:25:50
Is there any way to nuke all martial arts outfits from a sim? Mine are all screwed up, and it would be better for this one to re-regenerate the outfits than  keep the glitchy ones.

Oh, and Martial arts outfits retain old facial features and makeup for some reason. And since this sim was bodysnatched, there's... a lot of weirdness.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: StrandedMoon on 2010 November 20, 10:23:13
Hello,

I have a question. I have downloaded and installed S3 til Latest Expansion and I use Custom Launcher. I installed AM but my game freezes. It is because some conflict between Custom Launcher and AM or I should look for a problem somewhere else? Yeah, my pc is average and the downloaded game is bugged but... whatever, I play it ok, except the time when my sim freezes in making its actions.. Well, thanks in advance if I receive an answer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gumballmachine on 2010 November 24, 15:08:23
I apologize in advance for my being a n00b. I find this forum to be quite alluring and therefor I'm trying to explore it best I can, yet some things are still non mistakably, unclear.

My question is first of all if there is already an existing mod that reduces the chance of pregnancy when trying for baby TS3? And Secondly if there is a possibility of creating one, if the answer to the first question is "no".

I've been searching but haven't been able to find the answer myself.
Thanks for your time!

Are you ESL? Just asking. Also, did you notice the handy dandy little "search" box up there? You need to become its BFF. However, I'm feeling particularly helpful today, don't expect the same in future or from others.

Try the Birth Control Mirror (http://www.moreawesomethanyou.com/smf/index.php/topic,16578.0.html)

Thank you! And yes I'm ESL.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Painkiller on 2010 November 24, 17:40:36
I apologize in advance for my being a n00b. I find this forum to be quite alluring and therefor I'm trying to explore it best I can, yet some things are still non mistakably, unclear.

My question is first of all if there is already an existing mod that reduces the chance of pregnancy when trying for baby TS3? And Secondly if there is a possibility of creating one, if the answer to the first question is "no".

I've been searching but haven't been able to find the answer myself.
Thanks for your time!

Are you ESL? Just asking. Also, did you notice the handy dandy little "search" box up there? You need to become its BFF. However, I'm feeling particularly helpful today, don't expect the same in future or from others.

Try the Birth Control Mirror (http://www.moreawesomethanyou.com/smf/index.php/topic,16578.0.html)
The birth control mirror doesn't do what the OP requested. It's only a handy mod for AM users to make the townies have sproglets. Gumballmachine, Twoftmama & Twallan made mods for that. Since Twoftmama's dwelling apparently now needs a log, here's a link to Twallan's: http://ts3.tscexchange.com/index.php?topic=4695.0


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gumballmachine on 2010 November 24, 18:06:01
Aw shucks, thank you for clearing that up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Smurfmuffin on 2010 November 27, 00:05:51
A couple of questions for those more knowledgeable, and more experienced than myself:

1. Can anyone suggest a reasonable number for AwesomeStoryPopCap that will allow for enough sims to make a thriving town, but not become a bloated mess?  Is there any kind of limit in place if that setting is set to zero? I'm not at all sure what to base my decision on in terms of numbers. I read a thread where Pescado states that the cap only related to sim breeding, so if I understand correctly, this has no bearing on service sims or sims moving in and out with the story driver. What is the default limit (if there is one) and what is a reasonable choice, or at least a suggested number that has worked well for some?

2. Does anyone know if those tedious toddler walking, talking 'learnings' are included in the skill multipliers set for lifespan? I am (tentatively) guessing yes, but I'm hoping (truly hoping) no..... I am just not sure if those skills would apply since I don't know if they are part of the general skill set.

Thanks for any information.




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 November 27, 04:52:50
1. Can anyone suggest a reasonable number for AwesomeStoryPopCap that will allow for enough sims to make a thriving town, but not become a bloated mess?
Nope. Bloated mess is EXTREMELY SYSTEM DEPENDENT, since there is a real-time component to the calculations. Unlike TS2 where an overloaded game just chugged, but ran at full fidelity, TS3 has a real-time brake and limits the timeslice allowed for calculation, so if calculations run overtime, they are suspended and deferred to the next slice, and if the amount of new calculation to be done builds up faster than it can be digested, your game turns into a world of incontinent zombies. My BEEFMACHINE might easily be able to tolerate 300+ sims running around, while your machine turns into melted slag at 100. It all depends.

Is there any kind of limit in place if that setting is set to zero?
If the setting is zero, there is no limit and the game will just behave as default, forming babby whenever it feels like and spawning more overlords when you request it until the houses are full.

I'm not at all sure what to base my decision on in terms of numbers. I read a thread where Pescado states that the cap only related to sim breeding, so if I understand correctly, this has no bearing on service sims or sims moving in and out with the story driver. What is the default limit (if there is one) and what is a reasonable choice, or at least a suggested number that has worked well for some?
Service sims generate minimal load, because they are not active in the world. See, for instance, TS2: TS2 neighborhoods had hundreds and even thousands of sims in them, but because only a single lot was in play at a time, only a dozen or so sims would generally be "in play", the rest simply floating in some dark recesses of computer memory in condensed format.

2. Does anyone know if those tedious toddler walking, talking 'learnings' are included in the skill multipliers set for lifespan? I am (tentatively) guessing yes, but I'm hoping (truly hoping) no..... I am just not sure if those skills would apply since I don't know if they are part of the general skill set.
Yes, if you're playing a longer lifespan, your toddlers will be annoying droolers for longer. Deal with it. That's how it works in real life, too. Consider puppies. They are smarter and learn to stop pissing on the floor faster. Babies are stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Smurfmuffin on 2010 November 27, 07:10:44
Yes, if you're playing a longer lifespan, your toddlers will be annoying droolers for longer. Deal with it. That's how it works in real life, too. Consider puppies. They are smarter and learn to stop pissing on the floor faster. Babies are stupid.

Lol, I think I know what one of your traits happens to be.... and no, it's not just grumpy. It's the whole "babies are stupid" thing. I have to admit, puppies take less than a year to fully train and babies take three times that. I think I've suddenly decided against children in my future.

Here, let me take a wild (or not so) guess at those traits...

Evil
Mean
Grumpy
Genius
Dislikes Children

Thanks for the answers. My machine is BEEF-A-FIED and hence should be able to handle the masses. However, I don't know if I care to have that many Sims soiling my lands, unless they all turn out to be gardeners.
At least 100-300 is a basis for me to go by. I wasn't sure if 100 was way too many, so at least I know it's in that realm if I feel the need to put some sort of limit on it myself.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 November 30, 20:46:56
Is there a compiled list of awesomemod non-config commands somewhere?

I'm trying to find the command that forces treasure spawners to respawn but I can't find it, and now that I'm thinking about it there are a bunch of commands that you wouldn't know about unless you read about them, and it'd be nice to know what those are.

I also can't get the setoutfit command to work and I can't find what it's supposed to be.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Stepper on 2010 December 07, 03:40:03
Does AM make any changes to the Celebrity XML? I want to use HP's harder celebrity difficulty mod, but it's unclear if the two are compatible because AM also makes adjustments to celebrity disgrace.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 07, 05:31:43
Nope. AWesomeMod's tuning are to the detections inside the core, making some types of non-recorded actions require physical witnesses. The actual XML is untouched.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 December 07, 06:06:45
Is there a way to force story actions? I know of the "runstoryaction moveinhousehold" or whatever that one is. I'd like to do a forced "partner" and "marry" interaction. My hood is thriving due to a combination of ASM hooking sims up and Buzzler's mirror knocking them up. The sims rarely get to the point where they marry. Could it be that there are too many and the story doesn't get that far too often?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 07, 07:14:15
You cannot force any specific action under AwesomeStory. But yes, as one of the responses to population pressure in AwesomeStory, marriage rates decline as sims no longer have a need to pursue romances all the way to the conclusion. AwesomeStory's goal is basically just to help sims accomplish things they would otherwise be too brainless to do on their own, but if that thing doesn't need doing, then why help them do it?Also a LARGE part of the problem IS your use of Buzzler's mirror, which introduces a very strong distortion into AwesomeStory's progression rules by derailing the sequence.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: JEthel on 2010 December 07, 11:27:29
You cannot force any specific action under AwesomeStory. But yes, as one of the responses to population pressure in AwesomeStory, marriage rates decline as sims no longer have a need to pursue romances all the way to the conclusion. AwesomeStory's goal is basically just to help sims accomplish things they would otherwise be too brainless to do on their own, but if that thing doesn't need doing, then why help them do it?Also a LARGE part of the problem IS your use of Buzzler's mirror, which introduces a very strong distortion into AwesomeStory's progression rules by derailing the sequence.

Hum, could you explain this, please?
Do you refer only to the automated use of Buzzler's mirror (Sustain-O-Mat, or something like that), or is it also a potential problem, or distortion, if we use the more manual action (use the mirror as a filter to select female candidate(s) to pollinate)?
Does the 'distortion' get worst the more massively we pollinate?

When you mention sequence, do you mean that there can't be any pollination in unmarried couples with AwesomeStory? I can't remember any in my worlds indeed. So if I use Buzzler's mirror or Twallan's Master Controller to give illegitimate children to my flirty sims, that's messing things up for Awesome SP?



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Buzzler on 2010 December 07, 19:14:42
But yes, as one of the responses to population pressure in AwesomeStory, marriage rates decline as sims no longer have a need to pursue romances all the way to the conclusion.
Why? And how exactly do you calculate population pressure?
Quote
AwesomeStory's goal is basically just to help sims accomplish things they would otherwise be too brainless to do on their own, but if that thing doesn't need doing, then why help them do it?
Well, if you put it that way, marriage never needs doing, does it? There isn't really a quantifiable income from it. That's where AwesomeStory is a bit lacking IMHO. I see job-related stuff and couples visiting rabbit holes and that's basically it. Couples just visiting a community lot together would be nice. Or inactive sims forming a band (should be a rare thing, though) and regularly visiting bars to jam there.
Quote
Also a LARGE part of the problem IS your use of Buzzler's mirror, which introduces a very strong distortion into AwesomeStory's progression rules by derailing the sequence.
How does it do that? Does it really matter that much if a sim already has a bastard child? I hardly see any marriages with or without the mirror being active BTW. I still see lots and lots of mostly unreasonable promiscuity, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 09, 00:03:08
Why? And how exactly do you calculate population pressure?
Population pressure is determined by factors like housing available and population cap. Population pressure increases if you have very little in the way of available housing, such as if you placed very few residential lots, or because all your residential lots are far too expensive or low-density, or if you have set a population cap very low.

Well, if you put it that way, marriage never needs doing, does it? There isn't really a quantifiable income from it.
Marriage is done in the game because it functionally results in a tax break in the form of lower bills paid in a merged household, as larger households tend to benefit more from economies of scale and don't pay double taxes on the kitchen. It also reduces population pressure to merge famblies together, as this frees up houses for other sims. Without marriages, you'd get a LOT of single-sim households. But if population pressure already so intense that there is no NEED to merge households together to free up space, because the game will not permit sims to reproduce or expand, then there is no reason to waste CPU calculating these combinations.

That's where AwesomeStory is a bit lacking IMHO. I see job-related stuff and couples visiting rabbit holes and that's basically it. Couples just visiting a community lot together would be nice.
Sims already visit community lots. Microscopic actions like this are irrelevant in the "big picture" level that Story Progression concerns itself with. Even EAxis story doesn't bother with this. In fact, EAxis story doesn't care about creating observable, consistent phenomena at all. At least AwesomeStory makes an effort to show rather than simply tell, but most stuff is simply below the level of what is needed in "Story Progression". Sims are capable of socializing, interacting, and otherwise doing stuff observably without any overhead prodding, and these actions do nothing to advance the "story", so are handled by things other than Story Progression. What you're looking for in terms of visiting community lots is handled by "Meta Autonomy", not story progression.

Or inactive sims forming a band (should be a rare thing, though) and regularly visiting bars to jam there.
Visitation of bars is microscoping. Forming of bands...possible. There are a huge number of prerequisites involved in forming a band, though: You need an entire group of sims, each with high instrument skills in a specific instrument. With only two traits that provide a sim with musical inclination, most of your neighborhood is simply not going to be musically inclined. Plus, a HUGE amount of very fussy computer coordination is needed to get sims to do anything together.

How does it do that? Does it really matter that much if a sim already has a bastard child? I hardly see any marriages with or without the mirror being active BTW. I still see lots and lots of mostly unreasonable promiscuity, though.
By running the engine off the rails, you're distorting the progress of the "story". Story Progression assumes a certain progression, and if you've run the system so far off the rails that Story Progression can no longer determine what the present life stage of the sim is, and what it should be doing, the sim's life falls apart and they simply get stuck there...sort of like in real life, really. It is also possible that your neighborhood has simply rolled a really bad combination of traits.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Claeric on 2010 December 11, 03:32:11
Can anyone tell me the setoutfit command? I can't find it anywhere and it would be pretty useful.

I thought it was setoutfit everyday.1 sleepwear.1 or something like that, but it doesn't work.

I also seem to remember a code that put all clothing in all categories, but I can't find that one either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: michelou on 2010 December 11, 05:32:42
I have a question about AM Story Mode. Absolutely nothing happens when I have it enabled and have EA's story mode disabled in the options panel. I have inform on story action enabled in the config, and with that set up I get literately nothing. When I have AM's story mode enabled and EA's story mode enabled I do get popups telling of romances, people going to work, people skilling, the odd "so and so has learned a trait of so and so."  I get no marriages, no spawn, with any configuration. I am currently playing in Bridgeport.

My question is, do they both have to be enabled to have any progression? I could not find any info in the rtfm or through searching the site. I am also wondering how to get marriages and spawn. I have placed a few cribs in the city but it hasn't made any difference.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sundoll on 2010 December 11, 10:18:32
I also seem to remember a code that put all clothing in all categories, but I can't find that one either.

I think the code you're talking about is "disableclothingfilter on/off".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 December 11, 14:50:09
I have a question about AM Story Mode. Absolutely nothing happens when I have it enabled and have EA's story mode disabled in the options panel. I have inform on story action enabled in the config, and with that set up I get literately nothing. When I have AM's story mode enabled and EA's story mode enabled I do get popups telling of romances, people going to work, people skilling, the odd "so and so has learned a trait of so and so."  I get no marriages, no spawn, with any configuration. I am currently playing in Bridgeport.

My question is, do they both have to be enabled to have any progression? I could not find any info in the rtfm or through searching the site. I am also wondering how to get marriages and spawn. I have placed a few cribs in the city but it hasn't made any difference.

In my experience, the EA one needs to be DISabled with the AM story mode ENabled. However, the popup messages could just be disabled for AM story mode; there's a setting for the popup messages, type "help" into the cheat console for a list of commands with a brief explanation of what they do. You'll find it in there somewhere, can't remember what exactly it's called.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2010 December 11, 17:48:15
I think it's not like that. You will have to ENable EA SP from the options panel and if you've got AM SP enabled, too, AM will replace EA's progression mode. If you DISable EA SP there will be no SP whatsoever. That's how I play at the moment and there is no story happening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 13, 03:10:50
If Story Progression is on, the selected story progression module, either EAxian or Awesome, will be used. If Story Progression is not on, no story progression occurs. Duh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2010 December 15, 18:32:19
Okay, as far as I understand, with AM SP active the game will not spawn vampires. Correct?
If so, how do I go about creating a vampire? I would like a few in my worlds but don't know how to create them if none exist to begin with. Is there a command I need to use or must I load Bridgeport and befriend/export one from there?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OmegaStarr on 2010 December 15, 20:30:23
Okay, as far as I understand, with AM SP active the game will not spawn vampires. Correct?
If so, how do I go about creating a vampire? I would like a few in my worlds but don't know how to create them if none exist to begin with. Is there a command I need to use or must I load Bridgeport and befriend/export one from there?

Not sure how you would go about it using AM but there is a mod at MTS that lets you change your sim to any of the in game "monsters."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LVRugger on 2010 December 15, 22:36:25
Using AM you could just "addtrait vampire." not sure on the capitalization of vampire, try it and see. Vampire, mummy and SimBot are just hidden traits.

EYA: err, don't do that per Pescaedo. See his instructions instead.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OmegaStarr on 2010 December 15, 23:06:04
Is that how those works? I thought they didn't do anything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 20, 01:47:47
Using AM you could just "addtrait vampire." not sure on the capitalization of vampire, try it and see. Vampire, mummy and SimBot are just hidden traits.
Do NOT do that. Use CRTL-Shift-Click to change occult status, do not attempt to "add" the traits for it, you will mess up the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2010 December 20, 11:45:02
Well no worries there. I've opted for the creature painting thing at MTS. I tried Ctrl-shift-click options but never saw anything relating to creatures/occult.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2010 December 20, 13:21:48
Can anyone tell me the setoutfit command? I can't find it anywhere and it would be pretty useful.

I thought it was setoutfit everyday.1 sleepwear.1 or something like that, but it doesn't work.


Do you mean to copy an outfit from everyday to sleepwear? You need outfitcp everyday.1 sleepwear.1

Speaking of which, is there a command that can force an entire neighbourhood to revert back to everyday clothing? I'm getting a lot of lazy sims wandering around in their athleticwear who never appear to revert back to their everyday clothes.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 December 20, 23:27:32
Well no worries there. I've opted for the creature painting thing at MTS. I tried Ctrl-shift-click options but never saw anything relating to creatures/occult.

Look again.  With degubinteractions true, there is an option labeled "occult", click on that, then "add..." then you can select Mummy, Vampire or Frankenstein.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: eyme on 2010 December 21, 22:56:29
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 December 21, 23:04:19
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?

Would you like to rephrase the question, counselor?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2010 December 21, 23:11:47
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?

There is a fix for it, even though it isn't broken.  Disable the fucking option in the AM config. if you don't like it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OmegaStarr on 2010 December 22, 04:28:15
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?

You do realize 120 minutes is 2 hours, don't you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 December 22, 14:46:17
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?

You do realize 120 minutes is 2 hours, don't you?

Damn it, you ruined the surprise!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 22, 17:43:14
After fulfilling wishes, my time frame gets all messed; it annoys me. E.g., excited for 120 min. when its suppose to be 2hr. Is there something to fix that?
Turn off "higher precision time" in the Interface options. Just be warned that you will then be completely unable to distinguish between something that is going to last for an actual hour, and something that is going to last for 1 hour 59 minutes, which amounts to a margin of error of 100%. Such a margin of error in value reporting was deemed simply FAR TOO HIGH, which is why the feature was created in the first place. Since the display does not have enough space to display it as "1h 59m", especially if it gets lengthy, we decided to make it display in the smaller unit when displaying only the most significant unit resulted in an unacceptably high margin of granularity error. If you don't ilke it and things like "accuracy" and "precision" mean nothing to you, turn the feature off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: firstcharmander on 2010 December 25, 02:43:49
Anyone know what is causing my car Sloppy Joppy to be usable in China and how to prevent it from happening?  Everytime I go on vacation,my  sim drives that car out and it follows me to vacation.  I thought cars were not usable in vacation worlds.

Update: I was reading some sims 3 guides, and it states that cars are not supposed to be usable in vacation words and you have to buy a bike or moterbike to use there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 December 25, 02:54:03
If you have a vehicle in your inventory, you'll use it while on vacation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: yade_steele on 2010 December 28, 16:51:08
Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: threedeedino on 2010 December 28, 19:36:30
I recently patched my game (on the Launcher it says that it is Version 1.18.9.009017, I don't know what it was before). Previously, AwesomeMod was working just fine; after, when I tried to install some Sims3Packs, an announcement came up that basically said that I had to update the Mod, which to my knowledge I did correctly following the installation instructions provided in the sticky. I downloaded and unzipped the mod into my Mods>Packages folder and into the appropriate subfolders. No dice. Then I tried reinstalling the framework into the main Sims 3 folder, which didn't work either. I have since been steadily trying everything that I come across, but I'm not really tech savvy at all, so I don't understand a lot of this. All I know is that at present, I can't get the mod to work, very little of my CC is showing up (seemingly everything that is in .package format) and I'm ready to throw things. Help?

One thing that I know I have to do is edit the Resource file, but I don't know how to do that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 December 28, 19:43:56
Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2010 December 28, 19:45:53
Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.
No, they're compatible; Twallan story isn't core.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 December 28, 19:52:09
Is the Awesomemod with story progression turned off compatible with the NRAA story progression mod?


They're both core mods, so no. Bad Things Will Probably Happen.
No, they're compatible; Twallan story isn't core.

I stand corrected.

They should work together as long as AM is turned off, then.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2010 December 28, 21:17:05
What gets me is that this info is written down in the info for both mods. Pescado definately says that turning off his story progression in the config is so that it is compatible with other, non-core, 3rd party story progressions. Taking the time to read the FRONT BLOODY PAGE of Twallen's mod gives you the specific info that it is compatible if you turn of Awesome story progression.

Read moar!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2010 December 28, 22:14:44
ZOUNDS!  Madame Mim is right!

Eat a bag of dicks, yade steele.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2010 December 29, 10:58:00
What gets me is that this info is written down in the info for both mods. Pescado definately says that turning off his story progression in the config is so that it is compatible with other, non-core, 3rd party story progressions. Taking the time to read the FRONT BLOODY PAGE of Twallen's mod gives you the specific info that it is compatible if you turn of Awesome story progression.
Strictly speaking, there's no "if". AwesomeMod refuses to run AwesomeStory and will ignore the setting if you have Twallanian Story installed, by design.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2010 December 30, 06:33:03
I recently patched my game (on the Launcher it says that it is Version 1.18.9.009017, I don't know what it was before). Previously, AwesomeMod was working just fine; after, when I tried to install some Sims3Packs, an announcement came up that basically said that I had to update the Mod, which to my knowledge I did correctly following the installation instructions provided in the sticky. I downloaded and unzipped the mod into my Mods>Packages folder and into the appropriate subfolders. No dice. Then I tried reinstalling the framework into the main Sims 3 folder, which didn't work either. I have since been steadily trying everything that I come across, but I'm not really tech savvy at all, so I don't understand a lot of this. All I know is that at present, I can't get the mod to work, very little of my CC is showing up (seemingly everything that is in .package format) and I'm ready to throw things. Help?

One thing that I know I have to do is edit the Resource file, but I don't know how to do that.

Search moar, little noob. You are on the right track. The answer is on the boards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: firstcharmander on 2010 December 31, 07:27:49
I've been wondering about a few functions of awesomemod.... and some other things....

1.  With Unified Billing on, what happens if the NPC household has insufficient funds?  Doesn't look like it's getting repo --- does it get added to next bill?

2.  Do special jobs that are assigned to NPC such as Consignment Specialist give any pay?  If they don't, then NPC that get chosen gets screwed over and keep losing funds over time from unified billing.  If special jobs does pay, anyone know if they give more over time?  My game keeps assigning NPC from inactive households instead of the homeless service NPC pool so I've been concerned.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2010 December 31, 21:57:31
http://www.grassrootsdesign.com/intro/

Hope this helps!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OmegaStarr on 2011 January 01, 00:51:21
 ...I don't know all those technical terms like numbers and such....

Are you fucking serious? Turn the computer off and walk away, I'd say run but you might hurt yourself.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 January 01, 01:19:45
http://www.grassrootsdesign.com/intro/

Hope this helps!

Mr. Vulcan is so nice to link that.  Instead of posting things like that, how about you try and answer my previous question? =)

*makes the Vulcan hand sign* **Live long and prosper**

Wait yer turn.  You are not entitled to an immediate answer.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 January 01, 01:45:57
Mr. Vulcan is so nice to link that.  Instead of posting things like that, how about you try and answer my previous question? =)

Your request was not deemed amusing enough for immediate sporkage, therefore it was shunted to the back of the queue for inspection and eventual deportation to an AwesomeMod Warehouse in Urbandale, Iowa, located conveniently across the street from the exciting sports bar/casual dining emporium Tailgators (formerly Wild Dingo, and before that known as Autographs) (currently under new management).

Your question is important to us, however, and is currently being analyzed by a highly trained team of mildly autistic former action movie stars. None of whom is Lou Ferrigno.

When your response arrives, please allow 3-4 hours cooling time before opening. Thank you, and come again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 January 01, 02:48:59
I didn't realize anyone would take that comment seriously.

Clearly you didn't reconnoiter before delurking on MATY.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: OmegaStarr on 2011 January 01, 05:19:14
 ...I don't know all those technical terms like numbers and such....

Are you fucking serious? Turn the computer off and walk away, I'd say run but you might hurt yourself.

I didn't realize anyone would take that comment seriously.  My apologies. 

Well you are asking about how to install framework, asking how numbers work isn't that far off.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: immortelleMuse on 2011 January 08, 00:35:39
As for the relics, in buydebug, there are relic spawners. In build mode, there should be an option to ctrl+shift+click treasure chests to spawn relics as well, either one-time or regularly spawning. The ones you can buy outright are not collectible common relics, just decoration. It also takes a while for the treasure chest to respawn the treasure. but I haven't tested that out as thoroughly.
Here's a guide to make tombs if you really need it: http://www.carls-sims-3-guide.com/worldadventures/tombbuilding.php (http://www.carls-sims-3-guide.com/worldadventures/tombbuilding.php)

Also, nobody cares about you rebooting your computer or your conclusions about how Awesomemod works. Once you figure it out, great. Most people have probably figured it out too and didn't go around posting rhetorical statements.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Groosalugg on 2011 January 10, 03:23:06
the wand here command deprecates money values of objects on lot, making the lot cheaper as if you have had a family living on lot before.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CatalystToChange on 2011 January 10, 12:53:26
Sorry if this has been asked already, but...Is AwesomeMod backwards-compatible? I mean, I have the basegame, Ambitions, and Late Night patched only to 1.17(and the respective versions for the respective expansions), and I really don't want to patch to the newest patch, so if I download the most recent version of AM will it still work, or do I have to patch for it to work? I don't want to patch because I have sliderhacks, and I'm unsure if they're compatible with the latest patch. Plus, my game's a little borked as it is (tends to crash, gives me a "Launcher has stopped working" error, but launches the game fine, stupid junk like that), and I'm afraid the latest patch may break it more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MissKitty on 2011 January 10, 13:03:21
Is AwesomeMod backwards-compatible?

No.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CatalystToChange on 2011 January 10, 13:04:47
Is AwesomeMod backwards-compatible?

No.
Oh...So I have to patch? Crap...Is there any way to find like, past versions of AwesomeMod? I tried searching, but if i didn't look hard enough, I'll try again. I didn't see anything that seemed like a way to get a past version.
Edit: Nevermind...I guess I do have to patch...Oh well, I hope it doesn't break my game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MissKitty on 2011 January 10, 13:13:42
Oh...So I have to patch?

Yes.

Is there any way to find like, past versions of AwesomeMod?

No. El Presidente believes in burning the bridges and never looking back.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CatalystToChange on 2011 January 10, 13:14:41
Oh...So I have to patch?

Yes.

Is there any way to find like, past versions of AwesomeMod?

No. El Presidente believes in burning the bridges and never looking back.
Thank you for your help. ^ ^ I just searched again and found the answer...I really didn't look hard enough. My bad. But thank you anyway. :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bottle-O-Cunt on 2011 January 10, 15:00:38
Is there any command that lets you set the muscle tone for a sim, similar to "setfitness" or "setfatness"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 January 10, 18:49:53
editsim?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2011 January 10, 19:32:42
Question: Is AwesomeMod going to support Sims Medieval when it comes out?  Because I already have a few complaints.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 January 10, 19:41:39
I find this very unlikely, although it is possible an AwesomeMod for that might be made...IF THEY EVER BOTHER TO MAKE THE GAME, SEEING AS THERE IS NO SUCH THING.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2011 January 10, 20:06:12
Question: Is AwesomeMod going to support Sims Medieval when it comes out?  Because I already have a few complaints.

Oh yes, I just BET you have.  ::)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 January 10, 22:40:30
I am on tenterhooks to find out what insane, anal retentive needs Cwuntz will have for the Medieval L&P.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 January 10, 22:46:17
I am on tenterhooks to find out what insane, anal retentive needs Cwuntz will have for the Medieval L&P.

SERFS KEEP HAVEING WANT MAEK BABBY PLS MAEK STOP ALSO WIZERDS LERN SPELS TOO QWIK

(That wasn't really pointed at cwurts, btw, since I've already mentioned that his form of anal-retentive Sims overlording probably isn't terribly far removed from my own -- which is why I can barely be bothered to play the game these days, since it's just fucking exhausting for me most of the time -- but at the entire new world of spork that's gonna open up when the Medievaltards come busting in here to have Pescado fix their unfixably broken game! It's gonna be so much fun!)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2011 January 10, 22:57:46
Well, I mean first of all, they apparently aren't going to put aging into it, so the king will never die unless he is murdered, in which case the murderer will claim the throne.  What good is a medieval sim without the king needing to marry and produce an heir, who will then ascend to the throne?  The king's sons will never grow into adults, so there will be a flood of children running around the kingdom, just like in TS1.  There will be no advantage in making friends with the king, since the only way you can ascend the throne is to kill him.  They say it's all about telling a story, but the ultimate medieval story is the one where the first king dies, and his heir takes over, then he dies, etc; meanwhile there's a conspiracy brewing with some of the noblemen and their devious plan to wipe out the entire royal family and claim the throne for themselves.

And what's up will those villagers?  I don't think you can even control sims who aren't heroes.  So what good are they, and what is their function in the game?

And that stupid pit monster has to go.  I want a good old fashioned hanging or guillotining.  Are you writing this down?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 January 10, 23:05:11
Well, I mean first of all, they apparently aren't going to put aging into it, so the king will never die unless he is murdered, in which case the murderer will claim the throne.  What good is a medieval sim without the king needing to marry and produce an heir, who will then ascend to the throne?  The king's sons will never grow into adults, so there will be a flood of children running around the kingdom, just like in TS1.  There will be no advantage in making friends with the king, since the only way you can ascend the throne is to kill him.  They say it's all about telling a story, but the ultimate medieval story is the one where the first king dies, and his heir takes over, then he dies, etc; meanwhile there's a conspiracy brewing with some of the noblemen and their devious plan to wipe out the entire royal family and claim the throne for themselves.

And what's up will those villagers?  I don't think you can even control sims who aren't heroes.  So what good are they, and what is their function in the game?

And that stupid pit monster has to go.  I want a good old fashioned hanging or guillotining.  Are you writing this down?
Look, there's an excellent way to play medieval sims.  It's called TS2- there's plenty of good CC, and you can play any way you want.  So stop complaining about not being able to control everything.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 January 10, 23:30:58
I have a complaint which is that it is not medieval at all, it is more like Renaissance Faire. However, if I can make MATY PUDDINGS DO SHAKESPEARE, I will be happy. If I cannot, Pescado better make that possible, chop, chop.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: firstcharmander on 2011 January 17, 21:56:04
Why are there always hundreds of sims with bad skill modifiers every sim night?  Every night, I type "fixall" and bam, it says it fixed bunchs of sims with bad skill modifiers.  Bigger the town (more sims), the more there is.

Can't the mod just fix the bad skill mods without me having to type fixall?  It really bugs me when I just put in a freshly created sim from the bin, the next day it has level 4 cooking, level 4 handiness. etc.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2011 January 18, 00:49:43
Why are they getting bad skill modifiers, too? This seems unhealthy. I have the same issue...population of around 30 and every day 6-10 sims reported with bad skill modifiers on "fixall".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 January 18, 02:54:33
Bad skill modifiers is an intrinsic EA flaw, where damage accumulates over time, due to the really hokey way EAxis accumulates skill modifiers, which is, frankly, awful. We presently do not have a preventative solution that will reduce the incidence of bad modifiers, only a fixer for it afterwards.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: EsotericPolarBear on 2011 January 24, 13:54:28
I couldn't find anything using search....is there no auto-socialize macro with AM?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sbjamesphotography on 2011 January 25, 00:42:38
Will Awesomemod work with the Late Night 6.1?  If not, does anyone have or know of a list of mods that will work with it?  Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 January 25, 00:45:16
Will Awesomemod work with the Late Night 6.1?  If not, does anyone have or know of a list of mods that will work with it?  Thanks.

This is the part where we tell you to learn how to search.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 January 25, 00:49:45
Will Awesomemod work with the Late Night 6.1?  If not, does anyone have or know of a list of mods that will work with it?  Thanks.

Run.

(http://www.takegreatpictures.com/app/webroot/content/2010_images/2006/09/18/citizens_flee_9_11_david_fr.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: catsahoy on 2011 January 28, 17:53:10
Bad skill modifiers is an intrinsic EA flaw, where damage accumulates over time, due to the really hokey way EAxis accumulates skill modifiers, which is, frankly, awful. We presently do not have a preventative solution that will reduce the incidence of bad modifiers, only a fixer for it afterwards.

Haven't played since ambitions and just got the missing ui/sim/naked sim issue when playing in bridgeport.  Though I saved often and under different names, about half of them were borked.  Found out the hard way I have to double check my save files as well as use fixall.

On that note, decided to play around with fixing an old working save file and your mod found 300+ bad skill modifiers along with 3 bad butts (lul).

First time saving after fix, the game borked and did an immediate CTD.  Tried again and it seems ok though I expect it will CTD again.

Anyways, the game must be allergic to working code.  It never CTDed when it saved 5 thoroughly f*ed up files....


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pbox on 2011 January 28, 22:52:57
I've been tuning 0xC2D9D4BE5390D589 "Books" (prices/availability/career levels) since forever, and this used to work as expected up to 1.8.25. Then I reinstalled and patched to 1.17.something, and now even changing just the prices makes my writers thow wobblies (and also borks up the bookstore interface).

I can't really test the same set of files without AM (since I override the AM careers, and they're interrelated with Books), hence the question: are you doing anything in AM that would affect the way this data is used, in particular the prices, and that's been changed between 1.8.25 and now? Like some calculation going on that relies on the default prices or something? Or do I need to do anything special now if I want to tune this file (like overriding AM, but that I already tried)?

Is this maybe related to the "written books not buyable" issue that has been reported in November (http://www.moreawesomethanyou.com/smf/index.php/topic,18136.1775.html#msg560101) and again recently (http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg564789.html#msg564789)? Written books are not buyable in my game either, with or without the tuning file (and I have the option enabled).


All my XML is from the actual game I have (the reinstall is on a different OS, so I don't have any old files lurking about .. I also re-cloned Books to make sure). Again, the AM I use is *not* the current version, but I can't tell anyway at what point this has changed (I didn't have a game between 1.8.25 and 1.17). I can post a screenshot of the wobblies if that would make sense ("given key was not present in the dictionary" somethingorother about book genres).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 January 29, 05:14:05
Again, the AM I use is *not* the current version, but I can't tell anyway at what point this has changed (I didn't have a game between 1.8.25 and 1.17). I can post a screenshot of the wobblies if that would make sense ("given key was not present in the dictionary" somethingorother about book genres).

Didn't you get the message last time, NO support is offered or available on older versions of AM.  Just because the OLDER version isn't working right doesn't mean that new version has the same problems.  You might want to try patching and use the current supported version of AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2011 February 01, 15:46:04
I'm playing the Crosby's of Riverview. He was just shy a promotion at the end of his shift, so I called up the boss and invited her out. He asked for,and received, a promotion and a raise. As a result of the promotion, he then had the next two days off work. Yet, the next day, his work timer counts down to his previously scheduled work. (The letter "W" for Wednesday is greyed out, but the time until work reflects the time remaining as if it's a work day.) If he doesn't go to work, the work meter drops into the red and he gets the red "missing work" notice even though no notice of work or carpool appeared. If he goes to work, the social and fun mood meters reflect appropriate actions going up if he chats with co-workers or relaxes. However, the work meter doesn't raise at all during a complete shift and if he works on cooking, his almost maxed cooking point doesn't complete. He does get paid for the shift.

I don't have any work mods. I have twallan's overwatch and master controller in addition to AM. I have all EPs and one SP: HELS.

I do have a saved file with him at the library studying cooking about 30 minutes prior to his work shift.

more: I have to click him off at the end of work or just puts in overtime. The timer did reset to normal after his shift though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2011 February 01, 17:02:07
I've seen much the same thing happen when sims get promoted at the end of a shift that starts before midnight and ends after midnight (i.e. sims in the crime career and sims in the medical & law enforcement careers who get called in to work).

What I've noticed:
- it doesn't matter if the day would be a normal work day or not, the game thinks they are due at work
- if they don't go to work, their performance meter drops until I send them to work
- if they do go to work, their performance meter doesn't rise, unless the shift extends beyond midnight - at midnight they start gaining performance
- at the end of the shift I have to cancel the work interaction otherwise they stay at work

I have AwesomeMod and Twallan's overwatch and master controller.  All EPs / SPs up to Late Night, all fully patched.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lt. Vasquez on 2011 February 01, 22:07:59
Okay, I've done a search for patch 1.19, and I'm not asking WHEN it's gonna be updated, just IF it has been yet, if not, I'll wait for El Presidante to update his nice Awesomemod. so, Has it been updated? cause the test version, sadly, is nonexistant. and the main version is not up to the latest patch.

thank you for your time.

*prepares fire retardant suit for being flamed*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 February 01, 22:14:27
Pescado's usually really quick to update, but the latest patch just went live today, so give him time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 February 01, 22:16:24
Okay, I've done a search for patch 1.19, and I'm not asking WHEN it's gonna be updated, just IF it has been yet, if not, I'll wait for El Presidante to update his nice Awesomemod. so, Has it been updated? cause the test version, sadly, is nonexistant. and the main version is not up to the latest patch.

thank you for your time.

*prepares fire retardant suit for being flamed*

This new patch changed two things, the current awesomemod works just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lt. Vasquez on 2011 February 01, 22:24:37
so, in other words, ignore the Core mismatch? if so, thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 February 01, 23:40:05
Okay, I've done a search for patch 1.19, and I'm not asking WHEN it's gonna be updated, just IF it has been yet, if not, I'll wait for El Presidante to update his nice Awesomemod. so, Has it been updated? cause the test version, sadly, is nonexistant. and the main version is not up to the latest patch.

thank you for your time.

*prepares fire retardant suit for being flamed*
This new patch changed two things, the current awesomemod works just fine.

Really?  Have you patched and are using the current version of AM, or are you talking out of your arse because you think the patch doesn't change enough to affect AM?

People have already posted that they are getting "core mismatch" errors after patching which would suggest that AM doesn't work with the latest patch, yet here you are saying it does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lt. Vasquez on 2011 February 01, 23:55:23
I'll leave this for you guys to work out, and go back to lurking.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 February 01, 23:56:58

Really?  Have you patched and are using the current version of AM, or are you talking out of your arse because you think the patch doesn't change enough to affect AM?

People have already posted that they are getting "core mismatch" errors after patching which would suggest that AM doesn't work with the latest patch, yet here you are saying it does.

It does work, just as good as the ignore button that pops up. Of course the core mismatch error pops up, there's a new SP/patch, seeing as the patch changes few minor things AM still works just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2011 February 02, 00:00:36
Have to agree with the toast on this. It does work perfectly fine, even though you need to click through a couple popups telling you to get rid of your mods.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gotchan on 2011 February 02, 00:38:49
Have to agree with the toast on this. It does work perfectly fine, even though you need to click through a couple popups telling you to get rid of your mods.

Mine is was crashing. I was getting the nag last night that AM was going to expire in the wee hours of this morning. Today i redownloaded AM, and applied the new patch. I get the EA unofficial mod warning, the AM core mismatch warning, everything loads correctly, then on the first action a sim attempts a crash to desktop even before the NRass notifications.

My configuration is unique, just like everyone else's, but the only change between my configuration yesterday and my configuration today is the EA patch. So i suspect they've changed something that is going to cause problems for some people until it's found and adjusted for.

ETA: On the third attempt a sim successfully got out of bed and into the shower, so…who knows? We'll see how long it runs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Moryrie on 2011 February 02, 00:48:50
I just had a crash switching from buy mode to live mode. But I'd been running smoothly for about an hour.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ciane on 2011 February 02, 01:12:30
I've seen much the same thing happen when sims get promoted at the end of a shift that starts before midnight and ends after midnight (i.e. sims in the crime career and sims in the medical & law enforcement careers who get called in to work).

What I've noticed:
- it doesn't matter if the day would be a normal work day or not, the game thinks they are due at work
- if they don't go to work, their performance meter drops until I send them to work
- if they do go to work, their performance meter doesn't rise, unless the shift extends beyond midnight - at midnight they start gaining performance
- at the end of the shift I have to cancel the work interaction otherwise they stay at work

I have AwesomeMod and Twallan's overwatch and master controller.  All EPs / SPs up to Late Night, all fully patched.


Thanks for the response. It happened to him again and I left him at work until after midnight this time. (His shift starts at 3 p.m. He's in the cooking career.) Unfortunately, his meter didn't move and he didn't get paid at all. (I thought I might trigger a new boss or a co-worker, but neither of those happen when the game doesn't recognize a work shift.)

I'll go back to an old save and make sure I send him home earlier.

Added: No luck. He didn't get paid if I had him leave right on time or a little late or really late. I finally used familyfunds to give him the money he should have earned during his shift.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 February 02, 02:30:38

Really?  Have you patched and are using the current version of AM, or are you talking out of your arse because you think the patch doesn't change enough to affect AM?

People have already posted that they are getting "core mismatch" errors after patching which would suggest that AM doesn't work with the latest patch, yet here you are saying it does.
It does work, just as good as the ignore button that pops up. Of course the core mismatch error pops up, there's a new SP/patch, seeing as the patch changes few minor things AM still works just fine.

If it was just pop-ups complaining about using mods, no problem, but I don't trust a "core mismatch" error, so I'll wait for pes to release a test version or update the currently released AM to the latest patch.  Last time I tried playing with a core mismatch the game didn't fair so good.  Apart from AM not actually working properly, the game quickly turned to shit, and became full of errors and glitches.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 02, 10:08:42
Test version is out already.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tallgeese on 2011 February 02, 23:58:17
Pescado: Just to check, the test version is not supposed to state that it doesn't match my version of the game on bootup, yes? I patched up, installed OLS, and got the test version when I read your post, but it gives me the warning anyway.

EDIT: For the record, no core mismatch warning appears. I don't suppose I misread the intent of your post and assumed you meant new patch+OLS support, when you meant just 'new patch support'?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 03, 01:48:10
Pescado: Just to check, the test version is not supposed to state that it doesn't match my version of the game on bootup, yes? I patched up, installed OLS, and got the test version when I read your post, but it gives me the warning anyway.
Oh, yeah, I know why that is. I forgot to compile with the new version header. Harmless issue, ignore it. Will fix.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Tallgeese on 2011 February 03, 02:01:42
Thank you for confirming. I thought that I had fucked up during patching somehow.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 February 04, 22:10:36
I seem to have some relationship glitch where no option to propose will ever show up for one of my sims, and the fixall command doesn't seem to fix it. I posted about it here: http://www.modthesims.info/showthread.php?p=3430055#post3430055
and got a reply from pescado saying that it should be working normally and to keep trying, but as my replies indicate, I have tried everything that I can think of (both sims' needs fulfilled, both happy, and relationship is at max) and my sim still seems to be glitched. Is there anything that I am not seeing here or anyway to possibly reset all of that sims relationship statuses?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 February 05, 01:52:33
I seem to have some relationship glitch where no option to propose will ever show up for one of my sims, and the fixall command doesn't seem to fix it. I posted about it here: http://www.modthesims.info/showthread.php?p=3430055#post3430055
and got a reply from pescado saying that it should be working normally and to keep trying, but as my replies indicate, I have tried everything that I can think of (both sims' needs fulfilled, both happy, and relationship is at max) and my sim still seems to be glitched. Is there anything that I am not seeing here or anyway to possibly reset all of that sims relationship statuses?

Your information is a bit vague.  Is the other sim already engaged/married, that would prevent the option from appearing.  If the other sim is a random non-playing sim, it may be that story progression has entered them into another relationship without your knowledge.  Also what are their traits?  someone with commitment issues may not get the option, there are many possibilities, including mod conflicts that can cause this. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 February 05, 02:03:12
Exactly. Also, if all else fails, swap sims and propose that way. If you end up with a family name that you don't like it's easy enough to fix at the town hall.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 February 05, 18:38:28
Your information is a bit vague.  Is the other sim already engaged/married, that would prevent the option from appearing.  If the other sim is a random non-playing sim, it may be that story progression has entered them into another relationship without your knowledge.  Also what are their traits?  someone with commitment issues may not get the option, there are many possibilities, including mod conflicts that can cause this. 

Neither sim is engaged or married to any other. One sim does have two other "romantic interests", but that should not affect the option from coming up. Both sims were made in CAS, and story progression is off (this should only stop other sims from getting engaged on their own, right?). I have even changed their traits so that both of them are a "hopeless romantic" with no success. Awesomemod is the only mod installed.

Exactly. Also, if all else fails, swap sims and propose that way. If you end up with a family name that you don't like it's easy enough to fix at the town hall.

I have tried swapping, and then also doing nothing but romantic interactions with the other sim, but still, with the relationship at "girlfriend/boyfriend 100" and the other sim saying that the controlled is being "extremely irresistable", but proposing still never comes up.

Are there any time restrictions on the time between going steady and proposing? Would having aging set to epic or off affect this? Would there be something that can cause the fixall command to not work? Usually when I try running that command, it says that bad traits and "phantom butts" were removed. Is it normal to see that feedback?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 February 05, 23:36:48
Are there any time restrictions on the time between going steady and proposing? Would having aging set to epic or off affect this?

As far as my game goes there are no time restrictions that I have seen.  I have had sims go steady, get engaged then get married almost straight after each other, while other times I have left a sizable gap between these events.

Are your sims YA or older? you're not trying to marry teens are you?  I have played with aging off and been able to get married without any problems, however I cannot say how epic aging may affect things because I never use that option.  When you say story progression is off, are you meaning AM story progression is disabled or that you turned story progression off in the in-game options panel?

Were they made in CAS at the same time and put into the same household?  If so, what relationship did you set them at?  Have you tried breaking the romantic liaisons for a day or two before trying for the next level?  Have you tried moving them out of/or into the same house?  The main cause of propose marriage not showing up is usually because one of the sims is already engaged or married.  Do you see an option to ask the sim to break up with someone?  The next most common cause is an outdated/conflicting mod.  I put little faith in people claiming to only be running AM and nothing else, because the biggest majority who make this claim are busy whining about a problem which has already been identified as a conflict with a specific mod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 06, 02:23:43
I can't think of anything that would cause this, but send a save and I can take a look when I get time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 February 06, 04:04:13
I can't think of anything that would cause this, but send a save and I can take a look when I get time.

I sent you a PM, but I am not seeing anything in my outbox and I never saw a confirmation of it being sent, so since it had a captcha that might have silently failed, I am posting this message in case you didn't get it. Thanks for looking into this for me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 February 06, 05:14:32
I posted in this thread, but I am not sure my post posted, since I wasn't asked the capital of Assyria again.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: cwurts on 2011 February 06, 06:26:50
I posted in this thread, but I am not sure my post posted, since I wasn't asked the capital of Assyria again.

I remember being asked that once on a website, then I looked it up and gave the answer, but it said I was wrong.  But then I realized there is no capital of Assyria, because the country of Assyria hasn't existed for quite some time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Pyromaniac on 2011 February 06, 19:06:27
Using latest patch (6.2).

For some reason, my game keeps getting stuck on the loading screen. The problem disappears when I remove awesomemod. My CC is correctly installed in My Documents/EA/Sims3/Mods/Packages, with the Resource.cfg in /Mods, so I'm not sure what could be causing this.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Alexina on 2011 February 06, 22:47:52
Using latest patch (6.2).

For some reason, my game keeps getting stuck on the loading screen. The problem disappears when I remove awesomemod. My CC is correctly installed in My Documents/EA/Sims3/Mods/Packages, with the Resource.cfg in /Mods, so I'm not sure what could be causing this.


Same problem here.  I'm removing awesomemod from my packages folder too to see if it'll start loading, I'll update you on this if it makes a difference or not.

Edit: Yep removing awesomemod has allowed me to finally log in and judging from what's being posted on the bugs topic other members are experiencing the same issue, so must be an issue with the latest release version.  Best bet is to refer to the bugs topic and await an update.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 09, 17:28:16
Check the new version, that should have been fixed by now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Clovis on 2011 February 14, 00:21:25
Check the new version, that should have been fixed by now.

I'm still having the same 'Loading Screen Freeze' issues as the rest. Installed a fresh awesomemod and config. Le sigh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 February 14, 00:25:14
Check the new version, that should have been fixed by now.

I'm still having the same 'Loading Screen Freeze' issues as the rest. Installed a fresh awesomemod and config. Le sigh.
Are you sure it's not because your framework is set up improperly?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Clovis on 2011 February 14, 01:56:33
Screw it. An uninstall and registry cleaning, followed by a reinstall, patching, and clean downloads of the Framework and Awesomemod. Game is working fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aventurine on 2011 February 19, 04:21:11
Okay, this is the error code I now get since downloading an electronic file of OLS from EA.  DasmX86Dll.dll not found.  After researching, I know this is not the reason that my game now experiences CTD's the moment I enter one of my sim's homes in a brand new game. I have uninstalled this electronic file and re-installed it. Also am fully patched w/all game patches and my graphics card drivers are updated. In reading the various posts on this topic, many players said that even after completely uninstalling the entire game, cleaning their registry files and then re-installing w/all patches updated, that they still had CTD's.

My question to players here is have any of you experienced this error and followed the above advice to have it work for you? Or does anyone here know of anything else I might try as a workaround? I will uninstall OLS if necessary since I was not having any major CTD's before downloading the electronic file.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: novelty on 2011 February 21, 17:35:10
My readings suggest Supreme Commander needs a specific number/type of rabbitholes and/or destinations (library, gym, etc.)  present  in a Custom World to function efficiently.  A list of what those places are exactly would be helpful.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryoutz on 2011 February 25, 18:53:25
If I am to understand correctly we don't need framework for AM anymore right? So all we need is the "Resource (1).cfg" in the mods folder and the "aweconf.package" and "awesome.package" in the package folder that is in the mods folder. Then Delete the file Documents/Electronic Arts/The Sims3/scriptcache.package.

Documents/Electronic Arts/The Sims3/mods (Resource.cfg)/packages (aweconf.package) (awesome.package)


Is this correct?

I have the updater installed and I never receive an error It seems to update it. I get the option to "Choose 1. to clean up download folder and exit (recommended)" or "2. to exit now"

If any one can tell me what I am doing wrong please help me. I wonder if I have the wrong Resource.cfg? Where do I get the correct on? I have tried the regular one from 


MTS

 Priority 501
DirectoryFiles Files/... autoupdate
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package
Priority 499
PackedFile Test/*.package
PackedFile Test/*/*.package
PackedFile Test/*/*/*.package
PackedFile Test/*/*/*/*.package
PackedFile Test/*/*/*/*/*.package
Priority -50
PackedFile Probation/*.package
PackedFile Probation/*/*.package
PackedFile Probation/*/*/*.package
PackedFile Probation/*/*/*/*.package
PackedFile Probation/*/*/*/*/*.package
Priority 500
PackedFile DCCache/*.dbc


I have tried this one too.


Priority 500
DirectoryFiles  Mods/Files/... autoupdate
PackedFile Mods/Packages/*.package


this one

Priority 500
DirectoryFiles Mods/Packages/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package

And a combined one I found something like this.

Priority 500
DirectoryFiles Mods/Packages/... autoupdate
PackedFile Mods/Packages/*.package
PackedFile Mods/Packages/*/*.package
PackedFile Mods/Packages/*/*/*.package
PackedFile Mods/Packages/*/*/*/*.package
PackedFile Mods/Packages/*/*/*/*/*.package
Priority 501
DirectoryFiles Files/... autoupdate
Priority 500
PackedFile Packages/*.package
PackedFile Packages/*/*.package
PackedFile Packages/*/*/*.package
PackedFile Packages/*/*/*/*.package
PackedFile Packages/*/*/*/*/*.package
Priority 499
PackedFile Test/*.package
PackedFile Test/*/*.package
PackedFile Test/*/*/*.package
PackedFile Test/*/*/*/*.package
PackedFile Test/*/*/*/*/*.package
Priority -50
PackedFile Probation/*.package
PackedFile Probation/*/*.package
PackedFile Probation/*/*/*.package
PackedFile Probation/*/*/*/*.package
PackedFile Probation/*/*/*/*/*.package
Priority 500
PackedFile DCCache/*.dbc


I'm sorry for being so ignorant on this. I just cant figure out my wrong turn or my missed step.
Thank you for all and any help.

God bless you,
Earl


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: basbas on 2011 February 25, 19:07:56
I have the updater installed and I never receive an error It seems to update it. I get the option to "Choose 1. to clean up download folder and exit (recommended)" or "2. to exit now"
You do receive an error, look better. If you really don't get one, please refer to the updater thread.

I won't help you with the rest of your shit. You are an idiot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tryoutz on 2011 February 25, 19:20:05
OK thanks anyway. If there were an error it would say so.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 26, 01:13:52
My readings suggest Supreme Commander needs a specific number/type of rabbitholes and/or destinations (library, gym, etc.)  present  in a Custom World to function efficiently.  A list of what those places are exactly would be helpful.
None of these things are REQUIRED, but if things are missing, efficiency of skilling is naturally decreased because those options are no longer available. Which things you would like to have should be intuitively obvious, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 February 26, 05:52:12
I have a question regarding the "resetwaquests" command. When running it, will it be applied universally or per vacation world? The reason why I ask is that I had used it once in Egypt because the Sim in question could not advance the quest line because another household member must have done it before I had moved the whole household to another world. (Was a long time ago, so I must have forgotten.) The Sim could then proceed just fine. But now they are in China and the same thing happens again. Also, even though the tombs are fresh and untouched, those that were part of a quest I had completed in the previous world have their keystones magically in place already, which prevents the quest items from spawning as soon as I reach the end.
Using "resetwaquests" did clear another 39 quests from my household's list but I don't know whether these were now the Egyptian ones that I had completed in the meantime. I then used twallan's MasterController to check on adventuring opportunities and it actually said that my Chinese adventures were still "on" and accordingly I still could not proceed in the current adventure.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 26, 06:24:08
Resetwaquests only erases the fambly's quest history. It does not magically reset the tombs back to their virgin state, which nothing is known to be able to do, without the risk of damaging your neighborhood files.


Title: Is...
Post by: humanafterall on 2011 February 26, 06:56:02
Awesomemod going to be updated for Outdoor Stuff/is it compatible now?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: gamegame on 2011 February 26, 07:17:01
it is already updated long long ago. just redownload.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 February 26, 08:28:01
Resetwaquests only erases the fambly's quest history. It does not magically reset the tombs back to their virgin state, which nothing is known to be able to do, without the risk of damaging your neighborhood files.
Sorry, I may have worded it wrong. The thing is, my tombs ARE reset because I have moved my family to a new neighbourhood. But the quest history for them is not completely cleared apparently despite the reset command.
I know that this was different in the past, as soon as I moved a family to a new hood other members could redo the quests, but this is not possible anymore. The tomb in question is untouched, rubble piles in place, doors locked BUT the key stone for the entrance is already in place, as if by magic, and this prevents the final quest item from spawning.
When I nuke the key stone that is already there, the tomb acts normal again and the quest item will spawn, but what baffled me was that despite having reset the quest history before, MasterController still shows all the quests I had done in the previous world as "on" or completed, respectively. And the game actually behaves as such.
I don't know whether this was changed in some of the patches because I know that I had one family that was able to redo everything after transferring them to a new hood. But this one can't.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 February 26, 15:02:22
Isn't moving a fambly to a new hood a Very Bad Idea?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 February 26, 17:03:57
Isn't moving a fambly to a new hood a Very Bad Idea?
Not in TS3.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 February 26, 18:46:13
Isn't moving a fambly to a new hood a Very Bad Idea?

Wut man? They fixed that whole broken system, which is part of the reason your sims don't have memories now and can't remember who they first kissed and whatnot. The family tree was also simplified, in ways that are beyond my ken.

The only thing is now you get random CTDs when you try to actually place an exported fambly, but at least it won't corrupt whatever neighborhood you're trying to move it to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 February 26, 23:28:58
Isn't moving a fambly to a new hood a Very Bad Idea?
Wut man? They fixed that whole broken system, which is part of the reason your sims don't have memories now and can't remember who they first kissed and whatnot. The family tree was also simplified, in ways that are beyond my ken.

The only thing is now you get random CTDs when you try to actually place an exported fambly, but at least it won't corrupt whatever neighborhood you're trying to move it to.

Do you really expect us to believe that EAxis managed to get it right this time and made it work like it is supposed to?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spockblock on 2011 February 27, 00:31:41
Do you really expect us to believe that EAxis managed to get it right this time and made it work like it is supposed to?

No, but it doesn't break in exactly the same way as it used to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 February 27, 05:30:36
I've done this several times so far and with various methods and usually it works just fine, apart from the adventure issues I described above. A lot of legacy players seem to move worlds on a regular basis even. What can become a bit tricky is family tree preservation, especially if there are dead ancestors that you try to move, too. But there's twallan's Porter mod, which handles this quite well most of the time. And there can be weird results if you try to move a famly into a fresh version of the same world that you played before. I guess changing hoods is not very much different from saving your family to the bin and then re-adding it to your current game.
But back to my initial question. If I run "resetwaquests" in, let's say, Egypt, will this purge all quests from my family's list or only those for Egypt, or, other example, if I have run the command in Egypt before and completed some Egyptian adventures afterwards, then go to China and discover that the Chinese adventure history has not been purged completely, will running "resetwaquests" for a second time also empty my Egypt history again?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 February 27, 09:55:48
It SHOULD purge all of them. Unless they've changed how quests are stored.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: tizerist on 2011 March 07, 17:13:13
Pescado, seeing as Supreme Commander is effectively 'autopilot mode', would there be any chance of including things like cleaning, party host, or perhaps  patrolling (for security guards)?  

A party host could check for music, serve buffets, mingle and pour drinks out, etc. Potentially useful stuff.

Also, I vaguely remember you saying something about features which will only be added to AM once the last EP and patch is out. Is this still true?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 March 08, 17:11:45
Modes get added to Supreme Commander as I encounter and understand them. Until I A: Encounter a need for such a thing, and B: Figure out an algorithm for it, there's not going to be a mode that does that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 March 25, 17:47:19
I've got a question regarding the population cap configuration. I have it currently set at 75 and the town I'm playing has some 85 residents. As soon as I enabled Story Progression a couple was moved into town for no apparent reason. They are neither co-workers nor do they hold any of the roles, the only thing that qualified them was that they had enough cash to afford a home. I didn't even know that they existed. Short of deleting the fridges in empty houses or killing all the homeless is there any other way to prevent this from happening?
If not, can I turn this into a request to have a no-immigration option?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 March 26, 00:24:31
I've got a question regarding the population cap configuration. I have it currently set at 75 and the town I'm playing has some 85 residents.
Yes, which means the system will not reproduce more sims until you are once again below cap.

As soon as I enabled Story Progression a couple was moved into town for no apparent reason.
They didn't "move into town" for no apparent reason. They had always existed, and so they were put into the town.

They are neither co-workers nor do they hold any of the roles, the only thing that qualified them was that they had enough cash to afford a home. I didn't even know that they existed. Short of deleting the fridges in empty houses or killing all the homeless is there any other way to prevent this from happening?
If not, can I turn this into a request to have a no-immigration option?
There isn't immigration. Those sims always existed, they just weren't immediately visible because you didn't notice them. The system did not spawn any actual new sims.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 March 26, 06:49:33
So, it is as I suspected, that the pop cap only refers to baby production, right? And if I want the homeless to remain homeless my only way to achieve this is to not have any homes on offer, by either demolishing empty houses or making them uninhabitable.
If that is the case I have a small problem to report then. In several games I've had so far, there was an issue with roled homeless Sims and it mostly happened at around 11 a.m. when the first bars are about to open. From time to time it happened that mixologists that were on their way to work were suddenly hijacked by SP and moved into town as residents. It seemed as if they had lost their role for a short moment on being spawned and therefore fell prey to move-ins. The game, however does not replace these with some other homeless but generates a new homeless mixologist. So, in the end I have an increased pool of homeless Sims, plus more residents, who, btw, are mostly useless as most of the pre-made homeless, at least in Bridgeport, have less than 5 traits, no skills and quite often lack a LTW - meaning that they'll just hang around town doing nothing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: lsmithiii on 2011 March 30, 06:36:32
just wondering how to get nectaring on supreme commander to work ? I've tried making my sim use nectar machines before and filling his inventory up with fruit but it keeps complaining 'no nectaring items available

I searched and this is the only topic I can find related to my question/request. I'm not showing that it was ever answered. I'm showing a skill in nectaring in SC but no option to have them make nectar. I was only able to get the skilling to work with the skill books. I would like to have a SC command to have them make nectar. I think if it used a similar engine to the fish for command we could have it set to use 1 of the recipes they have already used.   


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 April 09, 06:36:09
just wondering how to get nectaring on supreme commander to work ? I've tried making my sim use nectar machines before and filling his inventory up with fruit but it keeps complaining 'no nectaring items available

I searched and this is the only topic I can find related to my question/request. I'm not showing that it was ever answered. I'm showing a skill in nectaring in SC but no option to have them make nectar. I was only able to get the skilling to work with the skill books. I would like to have a SC command to have them make nectar. I think if it used a similar engine to the fish for command we could have it set to use 1 of the recipes they have already used.   
My question is similar to the one above mine. In my current hood there's a non-played Sim with the "Bottomless Nectar Cellar" LTW. Accordingly, AM made it join the self-employed nectar making skill career. Will this actually work or will this Sim inevitably face poverty and then eviction? At least I haven't got any further notice that this Sim is made to advance its career apart from skilling gardening.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bbkdude on 2011 April 13, 05:55:32
I was wondering if there is a way to turn off the "No Idiotic Time Restrictions on Cooking" mod?

I have read the readme and searched the forums but haven't found out if this is possible to accomplish.  The readme and/or auto config tool don't give an option to enable or disable this.

Is it possible to turn it off?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragoness on 2011 April 13, 06:31:45
I was wondering if there is a way to turn off the "No Idiotic Time Restrictions on Cooking" mod?

I have read the readme and searched the forums but haven't found out if this is possible to accomplish.  The readme and/or auto config tool don't give an option to enable or disable this.

Is it possible to turn it off?

This has been asked before. Short answer: No. If you don't like your sims cooking hamburgers in the morning, just don't tell them to cook hamburgers in the morning. It does you no harm to have all the options available to you, and Pescado has said he does not intend to change it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bbkdude on 2011 April 13, 06:40:45
I was wondering if there is a way to turn off the "No Idiotic Time Restrictions on Cooking" mod?

I have read the readme and searched the forums but haven't found out if this is possible to accomplish.  The readme and/or auto config tool don't give an option to enable or disable this.

Is it possible to turn it off?

This has been asked before. Short answer: No. If you don't like your sims cooking hamburgers in the morning, just don't tell them to cook hamburgers in the morning. It does you no harm to have all the options available to you, and Pescado has said he does not intend to change it.
Ah, I completely understand.  I do wish that option could be toggled.  I did, however, forget to mention that I have a butler.  I have no control over what she cooks.  I suppose the only solution is to fire her, eh?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragoness on 2011 April 13, 17:37:27
Or, since money is so easy to come by in-game and butlers are generally in the employ of the rich, whenever she makes something inappropriate, throw it out and mark its cost as one of the costs of employing a butler. (I've never had a butler on one of my lots, so whether this would throw the butler into a tizzy of constantly cooking I do not know.)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2011 April 14, 01:50:27
I did, however, forget to mention that I have a butler.  I have no control over what she cooks. 

I know of a mod that can make your Butler cook less, and there are options to change the price of the butler (increase or decrease). Let me know if you would be interested.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2011 April 14, 12:19:00
I searched the thread for keyword: Crib, but feel my question still needs to be asked...

Do I really need to put cribs in houses in order for Sims to have kids? Honestly, that seems a bit ...stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2011 April 14, 12:27:02
I searched the thread for keyword: Crib, but feel my question still needs to be asked...

Do I really need to put cribs in houses in order for Sims to have kids? Honestly, that seems a bit ...stupid.

Why? Do you leave all your newborns lying around on the floor or something?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bitterquill on 2011 April 14, 12:45:01
Do I really need to put cribs in houses in order for Sims to have kids? Honestly, that seems a bit ...stupid.

How is it stupid? Babies need cribs but sims aren't generally smart enough to purchase/place them on their own. Plus, it's a good way to maintain at least a semblance of control regarding the number of births in your town, and who produces them, without having to manually direct background breeding.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 April 14, 14:07:23
Coltraz apparently slept in a dresser drawer when he was an infant.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 April 14, 14:23:18
Hey, don't knock it till you've tried it. My bed for the first six months of my life was inside a meat safe.

Of course we did live in a malaria area.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 April 14, 21:15:17
Frankly, there is nothing better for an infant than a good, warm manger.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Forsaken Horizon on 2011 April 20, 22:09:05
I'm so sorry and please don't kill me ..but I don't know how to install the awesomemod. I just don't get it. And I already used the search-option.
I just made it to step two. And I'm not even sure if I get step one.
1. I downloaded "framework.zip" and unziped it into the main-folder of the base game and WA and Ambitions.
And now as step 2 I should copy a "d3dx9_31.dll" ??? (what's that? and: where can I find it? it was not at the framework's stuff) into the Game>Bin folder
 of the base game, WA and Ambitions. ( :-[ is that right?)
And if I solved this problem I just have to download the awesomemod and unzip it only in the sims 3 base game folder. (?)
And as the last step I have to copy 'Resource.cfg' (Oh no.. Do you mean the 'Resource.cfg' from the framework? From "Sims 3>Mods>Files"?) and paste it into the sims3 base game folder?
That's it? I hope it's not to annoying to help me, I just had to ask anyone.  :-\ This whole thing makes no sense to me..
(And sorry for my bad english as well)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 April 20, 22:27:11
You failed the AwesomemodIQ Scan (TM) and have been deemed too stupid to use it. Have a nice day.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Forsaken Horizon on 2011 April 20, 22:47:54
Okay, I will give it up ^^' But thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 April 20, 22:49:36
I hate it when they get all cheerful when you spork them.  WHERE IS OUR RIGHTEOUS INDIGNATION?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jonas on 2011 April 23, 07:15:59
I searched the thread for keyword: Crib, but feel my question still needs to be asked...

Do I really need to put cribs in houses in order for Sims to have kids? Honestly, that seems a bit ...stupid.

I really dig this aspect of the Awesome, actually. It's a great method of control for the neighborhood and is very easy to change.  It helps keeps the sims I don't want reproducing from pollinating in Story mode.  Also, when I put a large number of cribs in the house, the parents appear to have kids more frequently.  I'm not certain this is the case as I haven't properly checked, but it sure seems that way and I like it!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 April 25, 01:10:42
Is there a command to completely reset the selected sims relationships? ie, make him/her not know anyone?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2011 April 25, 04:07:16
Maybe moving them out to the Bin and then moving them back into town?  I know it happens somehow, but it is usually regarded as a bad side-effect; sorry to be no actual help - but I know it is possible to achieve.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 April 25, 23:21:21
Maybe moving them out to the Bin and then moving them back into town?  I know it happens somehow, but it is usually regarded as a bad side-effect; sorry to be no actual help - but I know it is possible to achieve.

Thank you. That actually worked in fixing my bugged out sim who wasn't able to propose or be proposed to.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zazazu on 2011 April 26, 02:23:45
I searched the thread for keyword: Crib, but feel my question still needs to be asked...

Do I really need to put cribs in houses in order for Sims to have kids? Honestly, that seems a bit ...stupid.

I really dig this aspect of the Awesome, actually. It's a great method of control for the neighborhood and is very easy to change.  It helps keeps the sims I don't want reproducing from pollinating in Story mode.  Also, when I put a large number of cribs in the house, the parents appear to have kids more frequently.  I'm not certain this is the case as I haven't properly checked, but it sure seems that way and I like it!
Well, that does make sense as both babies and toddlers require cribs. Baby/toddler combined stage lasts approximately 9 days in normal aging speed with Rule of 6. Gestation is three days. Presumably, if you have at least three cribs and requisite beds for spawn to move into after crib stage, the clowncar can spawn continuously (not allowing for *lol* twinz *sparkle* *sparkle*).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 April 28, 05:41:00
Quote
They didn't "move into town" for no apparent reason. They had always existed, and so they were put into the town.

Existed where? Where does it grab them from, the generic premade models, or just sims that would already spawn and were already NPCs but the game never assigned them a home?

And for the cribs: if you enable story mode progression and aging, but never bother to put in cribs into homes, will everyone in the town eventually die off (except for blessed sims)?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PorcelainVal on 2011 April 28, 15:52:05
I wanted to check with someone before I went through with this decision: I have a family in town where the married father has a mistress.  If I "crtl+shift" his mistress to make her his girlfriend, will the polygamy bork my game?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragoness on 2011 April 28, 17:14:19

Existed where? Where does it grab them from, the generic premade models, or just sims that would already spawn and were already NPCs but the game never assigned them a home?

And for the cribs: if you enable story mode progression and aging, but never bother to put in cribs into homes, will everyone in the town eventually die off (except for blessed sims)?


They always existed in your town. They would wander around, possibly perform jobs, and do the other things that non-played sims in your town would do, but whenever it was time to go home they would disappear into the ether.

If you enable Awesome story-mode but never bother to put cribs in homes, yes, your town will eventually die off, with the exception of those premade homes that already have cribs in them, which isn't many if I remember right. I do not use Awesome story mode for that reason, as I cannot be arsed to bother stuffing cribs into houses of sims I am not playing.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 April 29, 01:49:29

They always existed in your town. They would wander around, possibly perform jobs, and do the other things that non-played sims in your town would do, but whenever it was time to go home they would disappear into the ether.

If you enable Awesome story-mode but never bother to put cribs in homes, yes, your town will eventually die off, with the exception of those premade homes that already have cribs in them, which isn't many if I remember right. I do not use Awesome story mode for that reason, as I cannot be arsed to bother stuffing cribs into houses of sims I am not playing.

I assume that NPCs such as mailmen or firefighters do not get homes? If they do, then would another NPC spawn to replace them if they die?

Also, if you have aging off, but awesomemod story mode progression turned on, would other non-sacred, non-selected sims age? It says on the wiki that Awesome story mode does not affect aging, which, I assume means that they would age normally like in EA story mode? Normally I would think that having aging off would also turn off aging in story mode, but the config option for TS2aging leads me to believe otherwise.

Sorry if it seems like I have 1000 questions, but, well, I have 1000 questions!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: trenchmouth on 2011 April 29, 04:34:40
I assume that NPCs such as mailmen or firefighters do not get homes? If they do, then would another NPC spawn to replace them if they die?

Also, if you have aging off, but awesomemod story mode progression turned on, would other non-sacred, non-selected sims age? It says on the wiki that Awesome story mode does not affect aging, which, I assume means that they would age normally like in EA story mode? Normally I would think that having aging off would also turn off aging in story mode, but the config option for TS2aging leads me to believe otherwise.

Sorry if it seems like I have 1000 questions, but, well, I have 1000 questions!

It is correct that all service NPCs (including the burglar) are homeless, and due to their game critical nature, will be replaced if anything stops them from being service NPCs (such as moving in to a playable house or dying).

If you turn aging off in the game settings, no one ages, regardless of other settings.  If you leave aging turned on in the game settings, but use AwesomeMod's TS2 style aging, then only the currently selected household ages.  Aging and story mode aren't strictly linked, one can be off while the other is still active.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 April 29, 09:17:05
Although AwesomeStory and Aging are actually somewhat interrelated: Sims that are not aging will not perform "passage-of-time" based story actions, such as breeding, because otherwise you'd get a litter of ageless babies all over the floor.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BaronElectricPhase on 2011 April 29, 18:13:41
...a litter of ageless babies all over the floor.

More crotch-fruit fodder for the BBQ!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 April 29, 21:08:02
...a litter of ageless babies all over the floor.

More crotch-fruit fodder for the BBQ!
...that's in TS2.  Although it would be great if it were in TS3, too.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BaronElectricPhase on 2011 April 30, 15:34:52
...a litter of ageless babies all over the floor.

More crotch-fruit fodder for the BBQ!
...that's in TS2.  Although it would be great if it were in TS3, too.

I have often thought of making a Gnome launcher, perhaps it should include infants as well. They are close to the same physical size after all.  ;D   (now all I need is a clue as to where to begin)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2011 May 01, 00:48:51
...a litter of ageless babies all over the floor.

More crotch-fruit fodder for the BBQ!
...that's in TS2.  Although it would be great if it were in TS3, too.

I have often thought of making a Gnome launcher, perhaps it should include infants as well. They are close to the same physical size after all.  ;D   (now all I need is a clue as to where to begin)

THIS NEEDS TO HAPPEN


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: thisregisabsurd on 2011 May 01, 03:47:27
Although AwesomeStory and Aging are actually somewhat interrelated: Sims that are not aging will not perform "passage-of-time" based story actions, such as breeding, because otherwise you'd get a litter of ageless babies all over the floor.

If there currently isn't any way of letting everyone in town age except sims in the currently active household or blessed, then I formally request that feature. I think it would be nice to have a dynamic town while not having to worry about giving your current sims life fruit on time. I can never remember to have them eat that before its too late.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 May 01, 04:03:29
Although AwesomeStory and Aging are actually somewhat interrelated: Sims that are not aging will not perform "passage-of-time" based story actions, such as breeding, because otherwise you'd get a litter of ageless babies all over the floor.
If there currently isn't any way of letting everyone in town age except sims in the currently active household or blessed, then I formally request that feature. I think it would be nice to have a dynamic town while not having to worry about giving your current sims life fruit on time. I can never remember to have them eat that before its too late.

You can try using resetage, or grab one of those mods that adds extra days to life fruit.  The one at MTS I think had a version with some ridiculous amount of time on it.  Although the mod is probably easily modified by yourself to better suit your needs/wants.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aimlak on 2011 May 01, 04:23:05
Although AwesomeStory and Aging are actually somewhat interrelated: Sims that are not aging will not perform "passage-of-time" based story actions, such as breeding, because otherwise you'd get a litter of ageless babies all over the floor.
If there currently isn't any way of letting everyone in town age except sims in the currently active household or blessed, then I formally request that feature. I think it would be nice to have a dynamic town while not having to worry about giving your current sims life fruit on time. I can never remember to have them eat that before its too late.

You can try using resetage, or grab one of those mods that adds extra days to life fruit.  The one at MTS I think had a version with some ridiculous amount of time on it.  Although the mod is probably easily modified by yourself to better suit your needs/wants.

Or use Buzzler's Aging Manager found elsewhere on this site, which allows you to stop the aging of any household you like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 May 18, 09:43:35
A question similar to this post in the request area (http://www.moreawesomethanyou.com/smf/index.php/topic,17396.msg571409.html#msg571409):
I play a neighbourhood with some 88 residents. Pop cap is set at 75, so no autonomous breeding, only user-directed. In this neighbourhood it has happened thrice now that whenever I pollinated a non-played Sim, several minutes later that family moves to a new home. The last instance was a source home that contained a couple with a double bed, a single bed and a crib. The target home contained one double bed, 4 single beds and two cribs and was so expensive that they are nearly broke now.
The previous cases were similar: One couple lived in a house with two doubles, two singles and one crib. They moved to the same house with one double, 4 singles and two cribs, and the one before that was in the same situation like the first couple mentioned.
Why's that? Judging from the linked thread I thought that it should be enough if a house contained a bed for everyone, a crib and an additional bed for the future child to make them stay in that house. But apparently not. They always moved to the same house with two cribs. Making the pollinated one sacred solved this in the first two instances, but the current household contains a roled Sim and sacredness seems to de-roll Sims. Also, as soon as the baby's arrived they seem to not care about moving anymore even in a non-sacred state.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 May 18, 12:36:55
They're doing in case they contract a case of the dreaded TWIMS. Which, admittedly, is probably more forward-thinking than they ought to be, since they're outsmarting even you. I haven't looked at it in ages, but the logic was instantly clear, yet it failed to occur to you at all. I can probably tone this down by making it use a bit more psychic precognition (read: Checking the Twims stamp), instead of behaving like me. Obviously, they stop wanting to do that once Babby is fully formed and they know they do not have the dreaded TWIMS.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 May 18, 14:06:08
That's what I thought initially when it happened the first time, but no twins, never. It also didn't happen when I pollinated a female and killed the donor husband immediately afterwards. She did not move into a house with two cribs despite having enough funds to do so. So, I thought that there might be some further requirement to a house that I might have overlooked apart from the number of beds available.

Edit: So, according to this logic, if there was a house with three cribs they would choose that one in any case because of the slight chance of having triplets? I guess in Sims terms this could be called smart and psychic at the same time, because the move always happens before they're even aware of any pregnancy.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 May 18, 19:46:56
Oh, they're always aware. Didn't you hear the chimes?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 May 18, 20:05:27
Oh, they're always aware. Didn't you hear the chimes?
No woohoo and no chimes this time. In-vitro fertilisation so-to-speak, because the father is a roled Sim. But interesting thought, because who is actually aware? I am, of course, and the game is, or in this case the awesome-modded game, but are the Sims? Usually they don't show so much sagacity.
Anyway, removing those additional cribs seems to have solved the problem. Now I only hope that further pollinations will not result in playing musical houses, because there are still some lots with two cribs that are occupied at the moment, however.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sunnylikesunshine on 2011 May 25, 22:16:05
Does the awesomemod work with Jonha's CAS Body sliders?  http://www.modthesims.info/download.php?t=378416 (http://www.modthesims.info/download.php?t=378416)



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 May 25, 22:27:49
Did you even bother to read what you linked to in your post? DIAF


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 May 25, 23:32:47
Does the awesomemod work with Jonha's CAS Body sliders?  http://www.modthesims.info/download.php?t=378416 (http://www.modthesims.info/download.php?t=378416)

Did you even bother to read what you linked to in your post? DIAF

Yes, speshulsunshineflaek, you probably need to be beaten to death with badgers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sunnylikesunshine on 2011 May 26, 00:55:53
I was trying to read through it when we lost electricity because our town was about to get hit by a tornado (I live in Missouri) - but thanks for your concern, assholes. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 May 26, 01:22:44
I was trying to read through it when we lost electricity because our town was about to get hit by a tornado (I live in Missouri) - but thanks for your concern, assholes. 

But you still managed to post here? And you're still posting here, looks like the tornado missed your double-wide, lucky us.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 May 26, 02:47:22
MUST...  HOLD...  ON...  AND POST!

*rushing wind noises*

*cow blows past*


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: waningmoth on 2011 May 28, 16:33:40
does spawnnewoverlords still work with the new version, i cant find/get it working


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sora on 2011 May 28, 21:35:13
does spawnnewoverlords still work with the new version, i cant find/get it working
How about typing "help" into cheat console to see how it's written there OR using the search for word "overlords" on this very board.  ::) And yes it does work if you just type it correctly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: waningmoth on 2011 May 29, 06:26:51
I'm not a cretin, I have tried both of those things to no avail
It is not listed under the help command


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kyna on 2011 May 29, 07:15:29
does spawnnewoverlords still work with the new version, i cant find/get it working

By "new version", I assume you are referring to the latest version of AM, uploaded on the 20th of May, and not the (withdrawn) patch for the game or the new EP?  AM won't work with Generations or patch 1.21.

BTW, the name of the command you are looking for is not spawnnewoverlords.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Aldonn on 2011 May 31, 15:36:28
So how is the progress going on the next version of AM? Is there somewhere I can go to follow the progress, cause so far I've only been following this mod through random snippets I find on this forum.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 May 31, 16:34:30
So how is the progress going on the next version of AM? Is there somewhere I can go to follow the progress, cause so far I've only been following this mod through random snippets I find on this forum.

If you know where Pes lives, you could go and look over his shoulder and follow the progress.  Otherwise, just fucking wait, it will be here when it gets here. 

Pes may have started working on it using the pirated release, or he could have waited for the official release before starting the update process.  The more Eaxis fuck with things, the longer it will take to get it working right, when the test version is up, I am sure, as has been the case previously, there will be a new thread created for people to report their bugs and glitches with the test version.   Keep a lookout for the thread, or just fucking wait until you start seeing posts from people reporting shit about the new version of AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mininessie on 2011 June 06, 00:28:18
does this work for the 3 and expansion packs boughten through steam


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 June 06, 01:01:34
No.

And which came first - this question, or the one where Jeebus told you "Hell no!"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Mini Cod on 2011 June 11, 23:12:47
Hi,

I just wanted to say thanks for AwesomeMod. There doesn't really seem to be anywhere dedicated to that sort of thing on this forum, and such sentiments don't seem to quite fit with the register or tone of most of the posts here. Nonetheless, this thread seemed the best place for it.

So thank you everyone who made this possible. We appreciate the effort and the (mostly!) sane opposition to some of the EA madness that seems to have gone on. Thank you for making something great out of something quite good.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 June 11, 23:28:47
Hi,

I just wanted to say thanks for AwesomeMod. There doesn't really seem to be anywhere dedicated to that sort of thing on this forum, and such sentiments don't seem to quite fit with the register or tone of most of the posts here. Nonetheless, this thread seemed the best place for it.

So thank you everyone who made this possible. We appreciate the effort and the (mostly!) sane opposition to some of the EA madness that seems to have gone on. Thank you for making something great out of something quite good.

...

I say we EAT her.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 June 11, 23:57:30
...

I say we EAT her.

I don't know - I mean, you lock a puppy in a room and it's going to do its business somewhere. This puppy at least tried to find a bit of tiled floor rather than the carpet. 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 June 12, 00:25:02
I just wanted to say thanks for AwesomeMod. There doesn't really seem to be anywhere dedicated to that sort of thing on this forum, and such sentiments don't seem to quite fit with the register or tone of most of the posts here. Nonetheless, this thread seemed the best place for it.

So, you're smart enough to figure out that a thanks post isn't appropriate, but then you post it anyway? Diagnosis: speshul snowflake.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 June 14, 18:55:19
I just did a bodysnatch (with the last 1.19 version of AM) on a Sim and discovered later that the snatched Sim is now listed among the dead in twallan's MasterController. The status gives the full name, although extended by several numbers, all traits and a negative age value (-75 days). Is it safe to delete that chunk of data or is this somehow intended and with a purpose?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Invalidwtf on 2011 June 21, 21:16:54
I noticed when using AM that vampire sims get the sunlight moodlet the moment they go outdoors during the day, but if i don't use AM it takes a few hours before my sim gets the moodlet. Is there any way i can make it so the sim can take a few hours before reacting to the sun?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 June 21, 23:05:09
I noticed when using AM that vampire sims get the sunlight moodlet the moment they go outdoors during the day, but if i don't use AM it takes a few hours before my sim gets the moodlet. Is there any way i can make it so the sim can take a few hours before reacting to the sun?

Vampires are supposed to react to the sun.  They're vampires.  This is what sparkletard books have wrought.  >:(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: EsotericPolarBear on 2011 July 02, 12:23:56
I noticed when using AM that vampire sims get the sunlight moodlet the moment they go outdoors during the day, but if i don't use AM it takes a few hours before my sim gets the moodlet. Is there any way i can make it so the sim can take a few hours before reacting to the sun?

Vampires are supposed to react to the sun.  They're vampires.  This is what sparkletard books have wrought.  >:(

Bram Stoker's Dracula could walk in sunlight.  ;)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 July 02, 14:20:47
IIRC correctly, he is seen outdoors briefly in the daylight exactly ONCE at a distance by Jonathan Harker, who is still recovering from the trauma of his trip to Transylvania.  It is never explicitly stated that the old man Harker sees is actually Dracula, just that seeing him reminded Harker of the Count.  Throughout the rest of the book, the vampires only come out at night.  The climax of the novel revolves around the Fearless Vampire Hunters chasing down Dracula's men in order to get to his coffin and stake him before the sun sets and he can arise.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2011 July 03, 22:23:01
Is there a way to make sims procreate more slowly? There are millions of children running around my town all the time...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 July 03, 23:22:43
Does anyone know if after a sim drinks the "No aging potion" reward item, is it possible to restart aging at some later point in the game?  I don't recall seeing this mentioned anywhere previously.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DMDye on 2011 July 03, 23:30:05
Apparently not, according to the information in this guide: http://simsvip.com/?p=2264


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bitterquill on 2011 July 04, 00:35:57
Is there a way to make sims procreate more slowly? There are millions of children running around my town all the time...

Use AwesomeStory. Delete some cribs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2011 July 04, 10:16:25
Is there a way to make sims procreate more slowly? There are millions of children running around my town all the time...

Use AwesomeStory. Delete some cribs.

Or use the population cap option of the AM config.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2011 July 04, 23:40:46
Thanks everyone.

Okay, second question...

Unfortunately this is probably because my computer is too slow... but I thought I would check. So I got my game working again and now whenever my sims go on vacation it freezes as soon as they get there. They don't move, it just freezes (this is the only reason I have hope it's not just because my computer is too slow -- if it was I figure it would probably either never load or freeze after a couple minutes). So I removed everything but AM to see if that would help, but it still happens... So. I think I'm probably screwed, but if anyone has any suggestions, let me know! Thanks.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 July 04, 23:46:42
What are your specs?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kitbug on 2011 July 06, 00:15:35
Windows 7 Home 64-bit
4GBs RAM
Intel Core 2 Duo 2.2GHz processor
Some lame intel chipset graphics card (my biggest problem, I know).

Running WA and HELS only.

It has managed to send my sims on trips before, though. So it could just be my game has gotten bigger, though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 July 06, 05:09:55
The 2.2 GHz processor is slightly down on the recommended minimum of 2.4, but should not cause major grief, but when combined with an integrated graphics card, your probably lucky it ever played to any reasonable level.  The other potential problem is that the game is all fucked up and headed towards an on coming train.

When you removed all your mods, excepts AM, did you try a brand new game, or just the old saved one?  If you didn't, try a new game and see if the problem persists.

New Question: Has anyone else had any problems trying to read/view the skill reward certificates, as I am unable to do so?  It has been a while since I tried, so not sure if it started with the latest patch, something from Generations, or possibly before that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: shinygobonkers on 2011 July 07, 23:12:54
Ok, I am at a loss. I followed the how to install awesome and framework guide EXACTLY. Just installed a new game on a new computer so nothing old to remove. I made a documents>ea>sims3 new mods folder, downloaded the cfg from the guide and put in the mods folder, made a package folder, put the awesome.package in there....and my game blackscreens, wont start, and i get the unauthorized/outdated mod error message to boot. dont understand what i could be doing wrong. I have NO other mods installed either...

edit: nevermind, patching with the modthesims patch tool fixed me issue, it looks like...


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sanasun on 2011 July 09, 09:23:06
Hi! I'm new here and I apologize for my bad english :P

I've installed yesterday the awesomemod and all was fine. But after few minutes of games, all slows down and the sound disappear. So I've uninstalled the awesomemod and all come back to normal.
But now I'm not able anymore to change the active household! When I try the game come back to the previous household or worse, it freeze!
I've tried in another neighbourhood and it works...what the awesomemod did to my poor Bridgeport? :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 09, 11:38:08
I don't think this is AwesomeMod-related, as AwesomeMod cannot alter the sound and I have never seen this. I think it is just your computer running out of RAMs, which is why restarting the game with or without AwesomeMod had any effect.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sanasun on 2011 July 09, 12:04:01
I don't know, but before awesomemod nothing similar has happened to my game!

Btw, do you know if the problem of change active household is awesomemod-related? Maybe the neighbourhood is corrupted? Sigh :(


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 09, 12:25:06
Probably? I have no idea. I haven't seen any such problems before.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: schwinnrider on 2011 July 09, 13:50:14
New Question: Has anyone else had any problems trying to read/view the skill reward certificates, as I am unable to do so?  It has been a while since I tried, so not sure if it started with the latest patch, something from Generations, or possibly before that.
I usually sell those post-haste but I got one in the mail today, hung it on the wall, the only interaction available was Nraas.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 July 09, 20:12:25
New Question: Has anyone else had any problems trying to read/view the skill reward certificates, as I am unable to do so?  It has been a while since I tried, so not sure if it started with the latest patch, something from Generations, or possibly before that.
I usually sell those post-haste but I got one in the mail today, hung it on the wall, the only interaction available was Nraas.

That's all I get.  It use to be possible to view and see who it was given to and why.  I am guessing it is an EAxian bug, but not sure.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2011 July 12, 09:09:53
I noticed recently that motives of non-playeds in LN venues are not locked anymore. Is this AM or the patch that did this? I am asking because this now has the side-effect that NPCs working there (especially any nectar merchants) now suffer from Hygiene and Energy decay and end up unconscious after several days. All of their other motives are still locked at 100% but these two decay like any other Sim's motives on a lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2011 July 13, 11:23:44
hey guys,
is it possible to turn off emigration with Awesomemod?

edit: i can't make households/sims sacred. i tried ctrl-clicking on some sims but the option doesn't appear.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 13, 13:50:47
Emigration is not a feature of AwesomeMod. AwesomeMod will never arbitrarily destroy neighborhood contents. Because that's what it really is. That implies that sims continue to exist after "emigrating".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2011 July 14, 16:58:28
thank you, pescado, thats really great. :)

well, i still have another question: do i still need to install framework in order to make AM work properly? because i thought this was only necessary when the mods-folder wasn't in the user files directory.(forgot where it was before).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 14, 18:15:48
I really have no idea. If it doesn't work without it, you'll know why, though. I always install it anyway, because my game doesn't boot without it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2011 July 15, 08:22:18
It works without framework, too. im happy now :D


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 July 17, 16:39:05
It's the FPS limiter, press f10.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 July 17, 19:19:28
It's the FPS limiter, press f10.

I made a new config, del. caches, restarted the game with the updater and the flashing fps limiter is gone.
But thanks for the tip.  I'll have that in mind next time the fps limiter eventually is showing up.

The blur is still on. I have no other mods.
 


Awesome mod only removes the blur when the sim is naked, not when they use the terlet. Also the green numbers are turned off/on by pressing F10, all that other stuff is unnecessary, since they have nothing todo with the game itself.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grumptastic on 2011 July 22, 11:02:09
Sorry if this is a no-brainer question. I just bought TS3 last week, and a forum/wiki search did not produce an answer. Do I need to uncheck EA storymode in the game in order for AM story progression to work, or does it need to be checked in order to work?  ???


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Eeyore on 2011 July 22, 12:03:33
Sorry if this is a no-brainer question. I just bought TS3 last week, and a forum/wiki search did not produce an answer. Do I need to uncheck EA storymode in the game in order for AM story progression to work, or does it need to be checked in order to work?  ???

I don't believe you did more than one search or read past the first few search results. If you did, you wouldn't have asked this "no-brainer" question. So, don't be sorry but rather use the search box at the top of the page. Try "story progression".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grumptastic on 2011 July 22, 13:14:52
I don't believe you did more than one search or read past the first few search results. If you did, you wouldn't have asked this "no-brainer" question. So, don't be sorry but rather use the search box at the top of the page. Try "story progression".

You are 99% correct. My searches were for storymode, rather than "story progression". My apologies, and thank you very much.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 July 26, 03:45:15
How do I add custom books using AwesomeMod's CustombooksXX plugin?

I searched on Google and MTS, but apparently there are no mods that add new books this way. The only post I could find was this one (http://moreawesomethanyou.com/smf/index.php/topic,15531.msg503803.html#msg503803) and it didn't have too much information.

I created the following XML and changed its instance to be the FNV64 hash of "SimsMxBooks." However, there are no new books in the bookstore.

Code:
<?xml version="1.0"?>
<Books>
<BookFish>
  <Title>Placeholder</Title>
  <Author>UnknownComposer</Author>
  <SkillLevel>0</SkillLevel>
  <Length>0</Length>
  <Value>0</Value>
  <PagesMinNorm>1</PagesMinNorm>
  <PagesMinBW>2</PagesMinBW>
  <FishTypes></FishTypes>
  <NotInBookStore>False</NotInBookStore>
  <GeometryState>BookSmallThin</GeometryState>
  <MaterialState>bookMedical</MaterialState>
  <AllowedWorldTypes>Base,Downtown</AllowedWorldTypes>
  <AllowedWorlds></AllowedWorlds>
 </BookFish>
<BookFish>
  <Title>BookFishLateNightTitle</Title>
  <Author>BookFishLateNightAuthor</Author>
  <SkillLevel>4</SkillLevel>
  <Length>180</Length>
  <Value>450</Value>
  <FishTypes>SeaSludge, KissingGourami, SewerTrilobite</FishTypes>
  <GeometryState>BookMediumThin</GeometryState>
  <MaterialState>bookFish3</MaterialState>
 </BookFish>
</Books>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 26, 07:02:24
To use the old CustomBooksXX method, simply FNV64 "CustomBooks##". If you wish to use the assembly-keyed method, you will need an assembly that goes with it, a SimsMxBooks.dll file. This method guarantees you will never have a conflict with anyone else's file.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 July 31, 03:15:23
I managed to get custom books by using the old method, but I cannot assembly-keyed method to work. I've created the SimsMxBooks.dll file and a corresponding SimsMxBooks XML file with several books. However, the books are not loaded. Below is the code I used in the SimsMxBooks.dll file.
Code:
[assembly: Tunable]

namespace CustomBooks
{
    public class SimsMxBooks
    {
        [Tunable]
        protected static bool kSimsMxBooks = false;
    }
}


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 31, 04:11:07
That's quite strange. I can't think of any reason why it wouldn't work, I've doublechecked the code, and it works for me. Did you name your assembly correctly? Try "listasms" to see if the game is even seeing it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 July 31, 05:38:03
Should I type it in the cheat command? I'm getting an "Unknown command."

These are the files I have:
  • SimsMxBooks.dll (0xD5F738CDEEEC5072) - code shown in my last post.
  • CustomBooks.SimsMxBooks (0x0A279D6AA751EA8F) - sets "kSimsMxBooks" to true.
  • SimsMxBooks (0xFB14D2687D798684) - contains book information. It's the same file I used to test the old method.
  • Strings_ENG_US (0x0014D2687D798684)

Also, I just realized that the custom books made with the old method can't be bought from the bookstore. I was only able to get them through the library and the debug interaction "DEBUG: Add Books."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 July 31, 06:24:39
You may need to turn the debug commands on. Then do "listasms" and see if yours even appears. If the assembly doesn't appear, then neither will your files, because the game can't find them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 July 31, 19:14:13
Apparently the game is loading my assembly. "SimsMxBooks" is on the list, but there are no books in the bookstore, book register, or library.

I've attached my file. I've no idea what's wrong.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 01, 04:12:50
I have fixed the custombooks-bookstore issue. However, the issue you're getting with the assembly-keyed method is CAUSED BY YOUR STUPIDITY.

You see, you named your assembly "SimsMxBooks"...which means the CORRECT book file would be "SimsMxBooksBooks". In the process of trying to track down why YOURS didn't work, I discovered that YOU ARE AN IDIOT, so I added a kludge to also load just the raw file in the event that you somehow named the assembly something ending in "Books". BECAUSE YOU ARE STUPID!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 02, 03:56:44
Thanks, the general and fishing books are now loaded correctly and my Sims can buy them at the bookstore. However, skill books are not recognized by the library, nor the bookstore.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 02, 04:06:05
Is it possible that they aren't recognized because they are for non-valid skills? Do they work in other tests?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 August 02, 08:17:45
Look at all this helpful advice. It's got to be worth $10, right?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 02, 23:38:23
They used to work before you updated (when I was using the old "CustomBooksXX" method), but now they don't show up (I've tried both methods: old and assembly). They are skill books for hidden skills like Arcade Machine, VideoGames, Snake Charming, etc.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 03, 04:26:22
Try now.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 04, 20:19:40
It works now, thanks for the help.

rohina, here's $7 (http://moreawesomethanyou.com/smf/index.php/topic,18888.msg577212.html#msg577212).


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 August 05, 05:12:40
Give your money to Pescado, not me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2011 August 05, 20:15:57
hi,

i've been using awesomemod for some time now and i am absolutely content but one little thing annoys me: all meals are available at any time, so my sim can eat turkey at breakfast :( is it possible to turn off this feature? thx a lot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 August 05, 20:21:12
hi,

i've been using awesomemod for some time now and i am absolutely content but one little thing annoys me: all meals are available at any time, so my sim can eat turkey at breakfast :( is it possible to turn off this feature? thx a lot.

That's the whole point, you can eat whatever you want at anytime, just like IRL.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 August 05, 20:57:50
The game is already set up so that you can eat any food at any time.  You just can't cook it at any time.  Even without Awesomemod, your sims will skip whatever breakfast foods you have prepared and go for the leftover spaghetti in the morning if you leave them to their own devices.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pandora on 2011 August 06, 11:12:41
The game is already set up so that you can eat any food at any time.  You just can't cook it at any time.  Even without Awesomemod, your sims will skip whatever breakfast foods you have prepared and go for the leftover spaghetti in the morning if you leave them to their own devices.

yes i know that but i think the menu is quite confusing nevertheless. i liked the EAxian way when certain meals are only available at a certain day time. is there a way to turn off the feature to cook them at any time?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 06, 11:14:33
Not at the moment, because, frankly, it's stupid, and made it really annoying to complete quests that required it...for absolutely no good reason, seeing as there is no real life analogous force that magically prevents you from making any damn food you wish any time you please.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 August 06, 15:41:02
yes i know that but i think the menu is quite confusing nevertheless. i liked the EAxian way when certain meals are only available at a certain day time. is there a way to turn off the feature to cook them at any time?

Given that you don't capitalize the personal pronoun "I", I am guessing that you spend your day in a fog of confusion as it is.  That menu must make your brain bleed with all its choices.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sita on 2011 August 07, 12:12:50
Is there any way in AM to turn off teen mood swing notifications? They are completely unrelated to what is happening in the game and simply annoying.

EG teen in house alone - parents off on one of those silly entrapment-weekends - he has no intention of throwing a teen party - and he gets a mood swing message - the whole household is in uproar because of it, it says. Gah! WHAT whole household?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 08, 02:25:17
Now that I'm done with custom books, I'm trying to make custom traits and moodlets.

I've managed to get my traits to load successfully. However, my moodlets are not working. Everytime I load the game I get a "Flagrant System Error," I have attached the error log.

I'm using the same assembly I used for my traits (as these moodlets are going to be related to the traits) if that matters. Below is the XML, I'm using:
Code:
<?xml version="1.0"?>
<buffs>
 <BuffList>
  <Hex></Hex>
  <SKU>BaseGame</SKU>
  <BuffName></BuffName>
  <BuffDescription></BuffDescription>
  <BuffHelpText></BuffHelpText>
  <ThumbFilename></ThumbFilename>
  <AxisEffected></AxisEffected>
  <EffectValue></EffectValue>
  <DelayTimer>0</DelayTimer>
  <TimeoutLength></TimeoutLength>
  <PermaMoodlet>False</PermaMoodlet>
  <PermaMoodletColor></PermaMoodletColor>
  <PolarityOverride>NoOverride</PolarityOverride>
  <SolveCommodity></SolveCommodity>
  <AttemptAutoSolve>False</AttemptAutoSolve>
  <SolveTime></SolveTime>
  <Stackable>False</Stackable>
  <IsExtreme>False</IsExtreme>
  <FacialIdle></FacialIdle>
  <IncreasedEffectiveness></IncreasedEffectiveness>
  <ReducedEffectiveness></ReducedEffectiveness>
  <CustomClassName></CustomClassName>
  <Topic></Topic>
  <ShowBallon>True</ShowBallon>
  <Travel>False</Travel>
  <DisallowedOccults></DisallowedOccults>
  <JazzStateSuffix></JazzStateSuffix>
 </BuffList>
 <BuffList>
  <Hex>CustomBuff1=0x6283c82173468974</Hex>
  <BuffName>CustomBuff1</BuffName>
  <BuffDescription>CustomBuff1Description</BuffDescription>
  <ThumbFilename>moodlet_readAMasterpiece</ThumbFilename>
  <AxisEffected>Happy</AxisEffected>
  <EffectValue>0</EffectValue>
  <PolarityOverride>Positive</PolarityOverride>
 </BuffList>
 <BuffList>
  <Hex>CustomBuff2=0x76085706fe7ca9a4</Hex>
  <BuffName>CustomBuff2</BuffName>
  <BuffDescription>CustomBuff2Description</BuffDescription>
  <ThumbFilename>moodlet_outofsorts</ThumbFilename>
  <AxisEffected>Angry</AxisEffected>
  <EffectValue>0</EffectValue>
  <PolarityOverride>Negative</PolarityOverride>
 </BuffList>
</buffs>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 08, 03:19:10
Don't include the "0x" part of the Hex. The moodlet and trait thing definitely works fine, because I use it in the Undiscovered Shinies that Fat Gwilly People haven't asked for. Note, however, that traits and moodlets won't *DO* anything unless you put in code that makes them actually function.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 08, 05:04:07
I removed the "0x" part and I'm still getting the "Flagrant System Error." Obviously "buffinfo" refuses to find them. It's weird because custom traits load fine (i.e. "traitinfo" finds them and I can add/remove them with "add/droptrait.")

Edit: "buffinfo" says: "BuffName for 'CustomBuff1' found, but no buffentry data was located." What am I missing?

I have another question, how are commodities defined? None of the awesome traits uses them (except Incontinent, which uses "Bladder"). I've tried adding a commodity to my traits and that kept the trait from working. I also tried the method described here (http://moreawesomethanyou.com/smf/index.php/topic,15531.msg547651.html#msg547651) (see code below), but it seems outdated and when using it the game crashes.

Code:
  <CommodityKind>
    <Name></Name>
    <Hex></Hex>
  </CommodityKind>


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 10, 13:13:50
YOu need to add a field <Version>1.0</Version> to the header part of the Buffs entry file. Don't actually use it anywhere else, just put it in the top like is done in awesometraits. Dunno about the commodity thing offhand. Don't think there presently is a method as nothing uses it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 10, 14:57:39
Adding that stopped the "Flagrant Sytem Error," but "buffinfo" keeps telling no buff entry data was located. I tried renaming the XML to "AwesomeBuffs," just to check if there was a problem with my assembly, but "buffinfo" gave me the same messsage. I've also made and added custom classes to the buffs, but that didn't work either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 11, 01:59:18
Well, you're definitely doing it wrong, because it's working perfectly for me. Show me your current file?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 11, 11:45:41
Here it is.

Edit:
Is there any news on why my buffs are not working? I'm still getting the no "buff entry data" located.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jonas on 2011 August 16, 10:02:38
Sarah Billingsly is a clown car.

 I know this is my fault.  I placed the cribs and the beds.  Quite a few of them actually, to keep them from moving out to a different home when I switch families. But, I don't switch families anymore.  If I do, Sarah will get pollinated again like she has 10 times.  It's 11 children altogether now because I originally had her adopt my vampire's child.  I have the "more than 8 sims" on because I dig large families/parties and have a computer that can handle it.
 Wasn't expecting 10 though.  Before the patch, every sim had their icon at the side, but now I have to find most of the family members to select them.  I just sent 8 children to boarding school because of the madness.
 I don't do the falcon punch...yet.  I'm thinking about killing the father.

I'm writing, because I know I'm doing something wrong. I've searched and know people have had issues with little reproduction happening in the past.  Saw no point in necromancing those threads. As I mentioned, I don't mind the large families and the majority of my homes have 2+ cribs and plenty of beds in them.  Is that the problem?  I'm wary of removing the beds, because they shift homes so easily to spawn if I do, but, Sarah's brother next door is already on his 6th child...and there are others. 

I know it used to be that if we gave the home the family name, they would be significantly less likely to move away. That doesn't seem to happen anymore. I used to be able to control their pollination better with cribs and such, but now that also seems different.  Is there a limit where I can take out the cribs and they'll stop?  Also, do the # of beds have to exactly match the # of household members?   



 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Eeyore on 2011 August 16, 12:44:09
Children and up require beds. Toddlers and below require cribs. Babies can be spawned as long as cribs are available, even if beds are not available. When the babies grow up and require beds, the fambly then decides to pack up and move.

Also note that AM has a population cap setting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 17, 03:00:48
I know it used to be that if we gave the home the family name, they would be significantly less likely to move away.
That feature is still in place, but it doesn't prevent individual members of the fambly from moving OUT once they grow up, and it is possible for a house to thus become vacated because all of the original residents died.

But yes, if you take out the cribs, and prevent them from leaving as above, they will stop. Of course, every neighborhood needs a resident clowncar, right?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2011 August 17, 04:48:00
Naming the fambly home does not stop them from moving out and hasn't done for a long time.

Unless you've fixed it in the last few months.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jonas on 2011 August 17, 05:52:48
Oh believe me, the situation with the Billingsly family has been one of much humor and fun for me and despite her fetal addiction, Sarah still maintains a good figure and holds up well!  I was more concerned that this would get completely out of control neighborhood-wide so with your sage advice, I shall attempt the re-naming of the homes and sell off some of those cribs. (Guarantee, she'll get pollinated in the process)
 For being a metropolitan area, Bridgeport is not terribly population-friendly and as I've increased the YA and A lifespans significantly, I foresaw a potential for insanity/borkedness in the future.
 I love the Awesome and quite literally worry that one day you'll tire of this or something else and we'll lose it forever.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 17, 06:16:28
Is there any news on why my buffs are not working? I'm still getting the no "buff entry data" located.
Your buffs are not working because your CustomClass is corrupted. Since the CustomClass cannot be loaded, your buff fails to initialize as loading. Check that you have spelled the assembly name and class correctly: These things are case sensitive and you may have done something wonky. The feature works fine for me, so I know it's working: Removing the CustomClass tag causes your buffs to recognize as they no longer depend on this bad data.

Naming the fambly home does not stop them from moving out and hasn't done for a long time.
Looks working to me: Note that for an example fambly, say "Goth", naming the house "Goth" will not work, while "Goth Manor" will. You are probably doing something silly and Poofslike.

Oh believe me, the situation with the Billingsly family has been one of much humor and fun for me and despite her fetal addiction, Sarah still maintains a good figure and holds up well!
Yeah, fortunately unlike real life, sims don't manage to ever damage themselves from shoving out all that crotchfruit.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: simsmx on 2011 August 18, 20:47:43
I made a new assembly and new custom classes and they finally show up. Thanks for the help.

Edit: Is it possible to add social actions with Awesomemod? I looked at the code and "SocialData" and "Socializing" XMLs are supposed to work just as traits, skills, buffs, and books are loaded. I tried creating my "SocialData" XML, but the interactions didn't show up. So, I used the "socialinfo" cheat and that didn't work either. The cheat does nothing at all. It doesn't pop up saying "Social Not Found."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 24, 00:12:02
Yes, Socials can be plugged in with the same method, but Socials are so ridiculously complicated now that even I haven't completely researched it, so don't emulate what I have there, it's got a lot of unfixed legacy stuff.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wnivre on 2011 August 29, 03:55:22
ScaleJobProgressToAging
ScaleAmbitionsProgressToAging
ScaleSkillDifficultyToAging

When you say that it will be scaled to aging/age length, does this mean that it will take the amount of days you have set for a sims's lifespan in order to gain 1 skill or promotion? Or is it the total time it will take to max out the entire skill/job?

Example.
Sims lifespan set to 90 days.
It will take 90 days of skill activity to gain one skill point?
Or.
It will take total 90 days to max out the skill?
Or is it something else?

Would enabling these automatically always increase the amount of time it will take to achieve anything?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 August 29, 08:33:20
Normal Aging is the baseline, so if you set your scale to more than Normal, it will multiply it by the same amount as the increased age lengths.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sanscript on 2011 August 29, 22:15:30
I just got a new computer so I can finally play The Sims again. Went to download Delphy's Install Helper Monkey and encountered a weird message saying I don't have access to the page, despite being logged in to Mod The Sims. I have already found a way to get the program elsewhere, I'm just wondering if it will still work with the current incarnation of Awesome Mod? I don't want to blow up my game before I've started it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 August 29, 22:52:48
I just got a new computer so I can finally play The Sims again. Went to download Delphy's Install Helper Monkey and encountered a weird message saying I don't have access to the page, despite being logged in to Mod The Sims. I have already found a way to get the program elsewhere, I'm just wondering if it will still work with the current incarnation of Awesome Mod? I don't want to blow up my game before I've started it.

It was removed because it's obsolete, search moar.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gwill on 2011 September 10, 19:02:56
Whatever happened to "babyboom"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 September 10, 23:42:54
That isn't an AwesomeMod feature, so if it no longer exists, that is because EAxis removed it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: uknortherner on 2011 September 11, 12:51:09
It still exists as I used it for the first time a few days ago.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: mininessie on 2011 September 11, 22:58:32
can anyone explain to me what the Awesome CAS Relationship Rules are like what can i do with it enabled i know it gives me more weird relations ship connections like ya be the child of adult but i would like a whole list of available connects with it enabled


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 September 11, 23:25:01
(http://www.esplatter.com/images/ns/scanners.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 September 11, 23:44:49
Generally, people have to understand what you're saying if you want them to help you.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 September 12, 05:36:52
If you use the AwesomeMod CAS rules instead, any biological relationship that you could create legally in-game should be available with the right finagling, while any relationship that is impossible given your aging rules will thus not be enabled. The valid relationships are determined procedurally, and starting ages affected accordingly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2011 September 30, 22:14:19
Is there an AM console command which allows for the wearing of multiplle accessories that share a catagory such as having a Sim wear multiple rings on the same hand at once? I swear I read there was in a post a few days ago but I cannot for the life of me find it again and it's not for the lack of searching.
The list of commands on the wiki mentions nothing of the sort either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 01, 02:28:25
The "allowmultiwear" code enables this. Be warned that this is extremely dangerous and may crash your game, however, and therefore, only certain categories of item are allowed to even attempt this on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2011 October 02, 15:32:20
Would rings that don't sit on the same finger be safe enough to use this on then?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 October 14, 04:35:26
According to Twallan (http://www.the-isz.com/nraas/index.php?/topic/1930-pets-patch-compatibility/), CRAP happens to be a small-scale version of the Pets EP. I was just wondering if Pescado has looked into the coding available for viewing in the demo to prepare Awesome for the full EP.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 16, 10:18:27
Nope. The process of upgrading AwesomeMod is, ideally, mostly performed by computer anyway, so there is no value in examining fake code.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Death-Jester on 2011 October 18, 10:12:39
Just a quick heads up - The Pets EP is starting to appear on Arrrr websites. Haven't grabbed it yet, but I assume it's almost a certainty that it'll not work with AM straight away.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RebelRed on 2011 October 18, 15:14:04
New patch that downloaded yesterday is not compatible with AM. I get the AM warning when starting my game up. Just an FYI I haven't downloaded Pets yet.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 October 18, 15:19:40
New patch that downloaded yesterday is not compatible with AM. I get the AM warning when starting my game up. Just an FYI I haven't downloaded Pets yet.

Thank you for warning us that a new patch won't work with an older Awesomemod.  This is indeed a startling turn of events.  What would we ever have done without you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RebelRed on 2011 October 18, 15:36:24
Lol! I was just thinking to myself, DON'T Do IT! : P


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wyndsong on 2011 October 18, 16:08:03
Why, why, WHY am I so naive?  I downloaded the patch innocently and now I have to take out Awesomod.  Sims sucks without it.  And none of my CC furniture works anymore.  I don't even WANT pets.  Somebody take me out and shoot me.....


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RebelRed on 2011 October 18, 16:15:10
So we can learn from our mistakes. Obviously I did the same damn thing. Live and learn and wait to patch!!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2011 October 18, 16:25:46
Might be a dumb question but...I don't feel like installing the latest patch and losing all my CC right now...  once AM is updated for 1.26, can I still use it on my Sims 3 install that's only updated to 1.24, and is obviously void of the Pets EP?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sigmund on 2011 October 18, 16:47:40
Pescado has always required the most recent patch to run AM. Once AM is updated, you'll likely have to patch your game if you want to use the updated version. If you were referring to the current, non-Pets compatible AM, it should continue working until the expiry date. Though you would have to keep a close eye on the launcher, since the store patch would probably be incompatible too (no idea either way, I didn't install it).

ETA: It looks like Pescado removed the expiry date on the 1.24 version of AM, so those of us who haven't patched or installed Pets can keep using it until the CC debacle is sorted out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: adelewen on 2011 October 19, 22:14:04
Is there a way to hide the popups about flagrant system errors? I want to test something, but because the error pops up so frequently, I can't test without having to click it away every few seconds.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Turd Ferguson on 2011 October 19, 23:42:40
Could we get an ETA on Awesomemod for 1.26?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 October 20, 00:02:05
Could we get an ETA on Awesomemod for 1.26?

Try checking the Awesomemod thread, one's been posted.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 October 20, 00:09:37
So we can learn from our mistakes. Obviously I did the same damn thing. Live and learn and wait to patch!!

A noob learned from mistakes and laughed it off instead of crying over being sporked?  I -- I don't know how to process this.  I guess my work here is done.

(http://i.imgur.com/NlKWv.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RebelRed on 2011 October 20, 00:50:38
I read the stickies about posting.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 22, 07:16:03
Does AllowOverstuffed not work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LeeMortis on 2011 October 22, 19:50:08
And... while I'm here posting my first post on MATY... Pescado - you're doing a tremendous job, and thanks for making it an enjoyable experience to play Sims ;)

Please read the forum descriptions and post in the correct thread.

Yessir... will do.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Eeyore on 2011 October 23, 01:55:53
Please read the forum descriptions and post in the correct thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2011 October 23, 08:04:12
Something i've always wondered, why did you not choose to host this mod at MTS initially?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 23, 08:41:23
Err, because I stopped hosting on MTS2 back during the TS2 days, and thus there was no reason to suddenly go back?

Also, because MTS2 is spammy and full of people who post stupid comments that don't help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2011 October 23, 09:15:23
(didnt know that)

Makes sense.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 October 23, 20:31:59
Why is it that even though I've enabled the CD-check bypass, my game still checks for a CD?  This is a huge problem since I don't actually have one, and I'd like to avoid using a crack.  It's most definitely a user-end problem, or other people would have been complaining about it by now.  I've combed through my mods and made sure that they were all either updated or removed, and I even removed the custom clothes/hair/furniture to be safe, all to no avail.  Twallan's NoCD mod doesn't work either, and I'm at my wit's end.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 October 23, 21:29:34
Are you sure you enabled it? I mean, it comes enabled by default so if you clicked on anything you disabled it.

Other than that I have no suggestions.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 October 23, 21:53:47
I'm pretty damn sure I left it as "enabled" in the three attempts I made at ensuring it was configured properly.  I thought it might have been a case of tight pants, because I had Twallan's NoCD mod just for good measure, but before this patch it's never been a problem before.  Ugh.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 October 23, 22:38:01
I would double check your framework and/or redownload them.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sarafina on 2011 October 23, 22:40:42
Sarsbar, that shouldn't be the problem as I usually have the nocd mod permanently in my mods folder for times when a new ep comes out and AM isn't updated yet.  I've never had a problem having both in the mods folder together.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 October 23, 23:26:03
I would double check your framework and/or redownload them.

I redownloaded the framework, and went into aweconfig to make sure the DisableCDCheck value was marked "True," and it's still not working.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 October 23, 23:55:16
I would double check your framework and/or redownload them.

I redownloaded the framework, and went into aweconfig to make sure the DisableCDCheck value was marked "True," and it's still not working.

Are you running the game from TS3W.exe? That really can be the only thing left other than you're doing it wrong.


Title: Flagrant System Error (not AM's fault, but can AM fix this?)
Post by: paraplegicnomad on 2011 October 24, 05:51:28
This seems to be a pre-existing bug from EA, but since AM habitually fixes what EA bonks:

If one of your sims leaves an item in consignment and it expires without selling, any sim trying to buy from the consignment store thereafter throws a Flagrant (index out of range). Cancelling the consignment makes the consignment store operate again.

Is this something AM can repair?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2011 October 24, 07:23:40
Is it possible to Force Opportunities on the newer lots that combine rabbit holes? Either you can't or i'm doing something wrong :/


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wyn on 2011 October 24, 09:06:24
I would double check your framework and/or redownload them.

I redownloaded the framework, and went into aweconfig to make sure the DisableCDCheck value was marked "True," and it's still not working.

Are you running the game from TS3W.exe? That really can be the only thing left other than you're doing it wrong.
I'm experiencing the same issue, and did just that. It does not work, either.

For clarity:
- I have no other mods - not just "no other core mods", but "no other mods at all, not even 'nointro'".
- The framework is installed correctly (not that there is much to install), and was re-done less than twenty minutes ago.
- AM is located in the /mods/packages/ folder in the EA folder in My Documents, and was redownloaded less than twenty minutes ago.
- AM's configuration file is in the same folder as AM. It was redownloaded less than twenty minutes ago.
- Attempted to load using the batch updater that checks whether AM is the most current file, and also does those other nifty things like fps limiting. No dice, demands the CD.
- Attempted to load from the non-launcher executable in the /bin/ fiolder. No dice, demands the CD.


Title: Re: Flagrant System Error (not AM's fault, but can AM fix this?)
Post by: J. M. Pescado on 2011 October 24, 10:32:46
If one of your sims leaves an item in consignment and it expires without selling, any sim trying to buy from the consignment store thereafter throws a Flagrant (index out of range). Cancelling the consignment makes the consignment store operate again.

Is this something AM can repair?
Consignment store awfulness is a topic that is due to be addressed in the future, since it is horribly written to begin with. Among the things I've noticed is that if you consign something, and then send someone else to the store to buy it, beause you want it for them, it's NOT THERE.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Lord Darcy on 2011 October 24, 12:14:07
About the consignment store b0rkedness: When you cancel unsold sculptures at the consignment store, most of the cancelled items do not go back to family inventory. Instead, they stuck in the Sim's personal inventory. You can't drag them back to the world. Either you have to consign and sell them again, or you have to nuke them.

I'm not sure if this bug have been fixed in Pets, as I didn't install the EP yet. Can anyone confirm it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 October 24, 12:44:39
I would double check your framework and/or redownload them.

I redownloaded the framework, and went into aweconfig to make sure the DisableCDCheck value was marked "True," and it's still not working.

Are you running the game from TS3W.exe? That really can be the only thing left other than you're doing it wrong.
I'm experiencing the same issue, and did just that. It does not work, either.

For clarity:
- I have no other mods - not just "no other core mods", but "no other mods at all, not even 'nointro'".
- The framework is installed correctly (not that there is much to install), and was re-done less than twenty minutes ago.
- AM is located in the /mods/packages/ folder in the EA folder in My Documents, and was redownloaded less than twenty minutes ago.
- AM's configuration file is in the same folder as AM. It was redownloaded less than twenty minutes ago.
- Attempted to load using the batch updater that checks whether AM is the most current file, and also does those other nifty things like fps limiting. No dice, demands the CD.
- Attempted to load from the non-launcher executable in the /bin/ fiolder. No dice, demands the CD.

Does it show that FPS Limiter is opening TS3W.exe in the command box that opens up? I don't know if this has anything to do with it but have you installed Origin? It seems like everytime I turn my computer on the game is prompting me to do so, I won't, not for tin foil hat reasons, I just don't want/need it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 October 24, 14:47:02
I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 24, 17:49:43
About the consignment store b0rkedness: When you cancel unsold sculptures at the consignment store, most of the cancelled items do not go back to family inventory. Instead, they stuck in the Sim's personal inventory. You can't drag them back to the world. Either you have to consign and sell them again, or you have to nuke them.
Consignment is kind of a mess, yes. If you have stuck items in your inventory, though, try "setconfig moveinventoryobjects true" to yank them out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Wyn on 2011 October 24, 21:45:25
I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
Sars, I found that completely uninstalling every mod, redownloading AM and configuring it using the web-based configurer, and not using the AM-updating launcher works, and that using the launcher causes AM to break. Give it a test, report back with your findings.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Stitches on 2011 October 24, 23:02:27
Can I use the current version of awesomemod without Pets? I'm behind.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 25, 00:40:58
Pets is not needed, but the current version is for 1.26, the latest patch.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nutshell on 2011 October 25, 15:31:19
I'm a noob, coming to ruin your day.

I was trying, and failing, to install awesomemod. Anyway, I've installed CC before (mostly CAS shit from MTS), have all the framework up correctly. I placed awesomemod in my packages folder, deleted the script cache, and I got this message.

Warning: Non-critical core mismatch! A core file not part of AwesomeMod does not match expected values. This could be the result of version mismatch or a third-party hack.

Anyway, it leads to live mode screwing up - the game recognises the sims actions, but the sim doesn't do it, like it doesn't recognise the sim. And CAS is all screwed up as well, giving me all the pretty menus but a blank blue screen. There's probably more issues, but I haven't checked it out fully. The game runs fine with all my CC in place without awesomemod, so I can presume the framework's all okay. I removed all of the CC, and tried installing awesome mod. I still get the same message, and the same problem. I've probably definitely been an idiot at some point.

I'm using the 1.24 version of awesomemod (this is the current version, no?), and I have the 1.26 patch on my game (I only have base game - no EPs). This is probably where the conflict is. I've checked the awesomemod download thread, but there's 1.26 version of it available to download. From what I've gathered, the 1.24 version of awesomemod is the most up to date version and should work with 1.26 (unless I'm wrong and I need to edit something simple in the package file somehow). Unless I've missed something bloody obvious. My patch could be faulty (but I doubt it) - in which case, anyone know how I would deal with that?

Yes, I've googled this about this for the past three days, and I really have tried to avoid spamming this place up with my nooby crap. I'm sorry.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 October 25, 16:02:38
The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Starler on 2011 October 25, 16:11:49
I'm using the 1.24 version of awesomemod (this is the current version, no?), and I have the 1.26 patch on my game (I only have base game - no EPs).
You are using the wrong version of Awesomemod. Check the WIP thread.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Nutshell on 2011 October 25, 16:30:42
The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.

I'll give it a shot.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 October 25, 17:39:04
The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.

I'll give it a shot.

The post hasn't been updated, the file has, check the time stamp.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2011 October 25, 18:36:50
The most recent version of awesome is always in the first post of the download thread. Underneath the words "CURRENT VERSION:"

I figured that at first, but apparently that post hasn't been updated since 2010, according to the edit details.


Really?  When I look at that thread it was last updated on 18 October 2011, with clear details about the 1.24 and 1.26 versions.  Try reading the thread next time.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Skadi on 2011 October 25, 21:46:33
ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ (http://alpha.moreawesomethanyou.com/ts3/hax/) you can see AM and its current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 October 25, 22:22:59
ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ (http://alpha.moreawesomethanyou.com/ts3/hax/) you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PA on 2011 October 28, 22:45:30
I am trying to create a trait plug in for Awesome and am encountering some trouble.  I have an assembly named PArtemis.dll, the instance for the traits XML is the FVN64 of PArtemisTraits, this is my XML:
Code:
<?xml version="1.0"?>
<traits>
  <TraitNames>
    <Name></Name>
    <Hex></Hex>
  </TraitNames>
  <TraitNames>
    <Name>Asexual</Name>
    <Hex>0xFEFA3E87D5E70EC4</Hex>
  </TraitNames>
 <TraitList>
  <Name></Name>
  <Description></Description>
  <ShortDescription></ShortDescription>
  <Hex></Hex>
  <Version>1.0</Version>
  <CodeVersion>BaseGame</CodeVersion>
  <AgeSpeciesVisible>B,P,C,T,Y,A,E</AgeSpeciesVisible>
  <SetNumbers></SetNumbers>
  <Points>0</Points>
  <RandomWeight>0</RandomWeight>
  <Category></Category>
  <CommodityName></CommodityName>
  <FacialIdle></FacialIdle>
  <AutonomousDesiredCommodity></AutonomousDesiredCommodity>
  <AutonomousAvoidedCommodity></AutonomousAvoidedCommodity>
  <IncreasedEffectiveness></IncreasedEffectiveness>
  <ReducedEffectiveness></ReducedEffectiveness>
  <xMin></xMin>
  <DesireMin></DesireMin>
  <xMax></xMax>
  <DesireMax></DesireMax>
  <Decay></Decay>
  <Predicate></Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <IntimacyLevel>10</IntimacyLevel>
  <ActiveTopic></ActiveTopic>
  <PreferredBookGenre></PreferredBookGenre>
  <ThumbFilename></ThumbFilename>
  <ThumbPieMenu></ThumbPieMenu>
  <ThumbDislikePieMenu></ThumbDislikePieMenu>
  <ThumbPose></ThumbPose>
  <AddListenerFunction></AddListenerFunction>
  <TraitTipDescription></TraitTipDescription>
  <TraitTipIndex></TraitTipIndex>
  <TraitToolTipText0></TraitToolTipText0>
  <TraitToolTipText1></TraitToolTipText1>
  <TraitToolTipText2></TraitToolTipText2>
  <TraitToolTipText3></TraitToolTipText3>
  <CanBeLearnedThroughConversation>True</CanBeLearnedThroughConversation>
 </TraitList>
<TraitList>
  <Name>Asexual</Name>
  <Description>AsexualDescription</Description>
  <ShortDescription>AsexualShortDescription</ShortDescription>
  <Hex>Asexual</Hex>
  <Version>1.0</Version>
  <CodeVersion>BaseGame</CodeVersion>
  <AgeSpeciesVisible>T,Y,A,E</AgeSpeciesVisible>
  <CommodityName></CommodityName>
  <Predicate>IsAsexual</Predicate>
  <CanBeLearnedRandomly>FALSE</CanBeLearnedRandomly>
  <IntimacyLevel>80</IntimacyLevel>
  <ActiveTopic>Asexual Trait</ActiveTopic>
  <ThumbFilename>trait_asexual</ThumbFilename>
  <ThumbPieMenu>trait_asexual_s</ThumbPieMenu>
  <ThumbDislikePieMenu>trait_asexual_s_crossed_out</ThumbDislikePieMenu>
  <TraitToolTipText0>AsexualToolTipText0</TraitToolTipText0>
  <TraitToolTipText1>AsexualToolTipText1</TraitToolTipText1>
  <TraitToolTipText2>AsexualToolTipText2</TraitToolTipText2>
 </TraitList>
</traits>
...but, when I check to see if the trait exists, Awesome reports that it does not.  I believe that Awesome is reading the XML because it was throwing FSEs at me involving Awesome.Traits.Awesome.Traits.Manager:Load for a few attempts when there was an apparent gremlin in the XML.  The assembly loads fine, though as I understand it, at this point, it's just there to let Awesome know to look for an XML.  My question is, why won't this load?  What am I doing wrong?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 October 30, 04:48:37
This method is long obsolete. With the EAxis adding the ability to inject traits via the store, AwesomeMod has altered its own system to hijack this syntax. See the "AwesomeTraits.xml" file inside AwesomeMod for the new syntax.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Koriandr on 2011 October 31, 02:05:30
ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ (http://alpha.moreawesomethanyou.com/ts3/hax/) you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.

Skadi used the correct its/it's. The current timestamp belongs to 'it'.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PA on 2011 October 31, 02:12:53
ATTN NOOBS.
If you look here: http://alpha.moreawesomethanyou.com/ts3/hax/ (http://alpha.moreawesomethanyou.com/ts3/hax/) you can see AM and it's current timestamp. Don't go by the post dates, Pescado doesn't announce every single update he does.

This is not the only time we have noted this error. Consider this an official warning.

Signed, the Grammar Police.

Skadi used the correct its/it's. The current timestamp belongs to 'it'.

You're kidding, right?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Koriandr on 2011 October 31, 02:16:47
I was always taught that one only uses "it's" as an abbreviation for "it is", and never for when something belongs to "it".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PA on 2011 October 31, 02:22:16
So you didn't notice that the post was edited after it was pointed out to correct the error?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Koriandr on 2011 October 31, 03:00:33
Obviously not. Next time I won't be so hasty. My apologies.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: coltraz on 2011 November 01, 04:53:12
Will Awesomemod's "Make Sacred" command exempt the targeted fambly from Twallanian SP, or must I use SP's "stasis" mode?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 01, 08:36:06
Twallanian Story's behavior is not known to be influenced by any AwesomeMod feature, so you're on your own there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 November 02, 19:46:00
I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
Sars, I found that completely uninstalling every mod, redownloading AM and configuring it using the web-based configurer, and not using the AM-updating launcher works, and that using the launcher causes AM to break. Give it a test, report back with your findings.

Sorry, I've been a long time in responding, but I tried your suggestion this morning and sadly it didn't work.  Again, I haven't had problems due to Doing It Wrong in the past, and I re-installed everything in the same place that I've always installed it, but I still can't manage to bypass the NoCD check.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 November 02, 21:07:01
I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
Sars, I found that completely uninstalling every mod, redownloading AM and configuring it using the web-based configurer, and not using the AM-updating launcher works, and that using the launcher causes AM to break. Give it a test, report back with your findings.

Sorry, I've been a long time in responding, but I tried your suggestion this morning and sadly it didn't work.  Again, I haven't had problems due to Doing It Wrong in the past, and I re-installed everything in the same place that I've always installed it, but I still can't manage to bypass the NoCD check.
Have you tried using Twallian NoCD?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: sarsbar on 2011 November 03, 00:59:47
I was using the TS3W application, and I seemed to be doing things well enough up until 1.26 happened.  That being said, I'm going to see if a nice reinstall might make it shape up.
Sars, I found that completely uninstalling every mod, redownloading AM and configuring it using the web-based configurer, and not using the AM-updating launcher works, and that using the launcher causes AM to break. Give it a test, report back with your findings.

Sorry, I've been a long time in responding, but I tried your suggestion this morning and sadly it didn't work.  Again, I haven't had problems due to Doing It Wrong in the past, and I re-installed everything in the same place that I've always installed it, but I still can't manage to bypass the NoCD check.
Have you tried using Twallian NoCD?

Yeah, and that didn't work either.  After "fixing" my game through darker and more shameful means, however, I have found that none of my CC wants to show up.  This sounds a lot like something that's been mentioned in several other threads, so I'll go look over there.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Callista on 2011 November 05, 23:21:59
Is it possible to get a sim to sculpt only in a specific medium, or only do one specific sculpture, when using the Sculpt task in Supreme Commander?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 05, 23:32:39
Not presently. The sculpt task picks the medium based on what is needed to fulfill wants, quests, and achievements, and there is no specific selection of sculpture, so the game just picks one randomly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sita on 2011 November 06, 18:08:19
When a family is Chosen with AM, does that include the horses? As in - they cannot breed while not being played? I had the oddest thing, a family I hadn't played for some time appeared in the screen with an extra three foals. But when I went into the household, there was simply the Sim and her horse, and the horse was not pregnant.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 07, 00:46:21
AwesomeStory does not affect animals in any way. You probably saw a lookalike horse or something.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 07, 02:48:01
I think inactive families with pets spawn babies randomly, so that you can "look for adoptions around town" or something. I know I put a horse in a family in Bridgeport, and while I was playing another family, the other family asked my active family if they wanted to adopt their new baby horse. I switched back to the other house, and saw that there were greyed out relationships with completely random foals that were nowhere to be found.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 07, 04:16:15
Oh, lovely. There's a fine mess, it will infinitely spam, and then not clean up, the resulting temporary pets, presumably because the fambly then ate them as meat, which is why they are dead.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 07, 05:07:16
It was the only horse in town. The town was a city, so (as far as I know) there were no wild horses.Thus, I must assume parthenogenesis occured, and that, yes, the family ate the foals after. Four of the foals spawned within the span of a single sim day. I really hope there's a cap.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graccichen on 2011 November 07, 07:00:44
Any suggestions as to why aweconf is not working in my game?

It is in the right place, with newest 1.26 awesomemod (which is working). I have deleted the cache files, tried starting a new game, and it is the only copy of aweconf on my computer. But no matter how many times I redownload it, the changes aren't showing up in the game (e.g. no autosave, no robotic hand of god). Opened it up and the xml looks fine. What is going on?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 07, 07:12:41
My config is working fine, but my game still doesn't autosave with it enabled. Maybe I should have mentioned that before, but it's insignificant to me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 07, 07:24:35
If your config file isn't loading, you are doing it wrong. Period.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: BattyCoda on 2011 November 07, 16:28:49
Just discussion here. Awesomemod got a mention on Rock, Paper, Shotgun today :)

http://www.rockpapershotgun.com/2011/11/05/mods-and-ends-the-sims-3/

I can't believe there are that many "old" simmers who didn't know about it, but from the comments, there are.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graccichen on 2011 November 07, 17:22:43
Any suggestions as to why aweconf is not working in my game?

It is in the right place, with newest 1.26 awesomemod (which is working). I have deleted the cache files, tried starting a new game, and it is the only copy of aweconf on my computer. But no matter how many times I redownload it, the changes aren't showing up in the game (e.g. no autosave, no robotic hand of god). Opened it up and the xml looks fine. What is going on?

It appears it was conflicting with Nraas Traveler. Removed offending mod, aweconf now loading fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 07, 18:08:39
It appears it was conflicting with Nraas Traveler. Removed offending mod, aweconf now loading fine.
Are you sure? I don't notice any problems with both installed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graccichen on 2011 November 08, 05:30:54
It appears it was conflicting with Nraas Traveler. Removed offending mod, aweconf now loading fine.
Are you sure? I don't notice any problems with both installed.

I'm sure. Tested my mods folder by removing then adding back by halves and it was the definitive cause. No idea why though.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 08, 06:11:35
That makes no sense at all. Why would a Twallanian mod include a conflicting XML?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 08, 06:19:06
It shouldn't at all. I just looked in the Traveler package with s3pe, and there is only a single, itty-bitty xml in it that only mentions a "kInstantiator value," which is not mentioned at all in the config. The rest of the files are STBLs translated into many languages.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: graccichen on 2011 November 08, 07:32:36
It shouldn't at all. I just looked in the Traveler package with s3pe, and there is only a single, itty-bitty xml in it that only mentions a "kInstantiator value," which is not mentioned at all in the config. The rest of the files are STBLs translated into many languages.

Bizarre, I know, but I've tested it seven ways 'til Sunday and it's the only thing that's producing the fail.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 08, 10:55:24
The only explanation I can think of for this is that the Traveller mod is deeply broken, and the static init bootstrap method is producing an uncaught exception which is then derailing the rest of tuninginit. The other possibiility is that the TGI for the bootstrap XML somehow has a collision, but this is astronomically unlikely, so the first case seems to be the plausible case. You should report this finding to Twallan and tell him to try/catch the entire mess. If this is happening, it could be doing serious damage to your game if many of the tuning files don't ever load properly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2011 November 08, 21:58:57
From the AM thread:

Fixes "Dead Pet Spam" that afflicts any inactive lot: Sacred will now prevent these events from affecting your pets at all, and the game should properly clean up the dangling gubbins.

Does this mean we have to make our family sacred?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 09, 10:57:44
If you don't want sims in that neighborhood to have spawning pets while you are not playing them, yes. In the event that you do not attend the adoption event, the resulting pets will be ungenerated cleanly, instead of leaving behind dead pets.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: twallan on 2011 November 09, 19:25:40
The only explanation I can think of for this is that the Traveller mod is deeply broken, and the static init bootstrap method is producing an uncaught exception which is then derailing the rest of tuninginit.

The ACTUAL issue is that Traveler replaces the InWorldState:Startup() function, in which Awesome has added a call to Main.WorldInitialize().

When Traveler is installed, that routine is not called, causing glorious confusion for Awesome.

The documentation for Traveler has been updated to state that it is NOT compatible with this Core-Mod.

:)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2011 November 09, 20:49:29
If you don't want sims in that neighborhood to have spawning pets while you are not playing them, yes. In the event that you do not attend the adoption event, the resulting pets will be ungenerated cleanly, instead of leaving behind dead pets.

Correct me if I'm wrong, but does making a family sacred turn off story progression?  Though I only play one family, I don't want that to happen. 

If I don't make my family sacred, will my 'hood end up being a BFBVFS?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 November 09, 21:51:47
As I understand it making a family or sim sacred turns off some of the aspects of story mode when the family is unselected. They can continue in their job progression but they don't make babies. I think they can still involve themselves in other romance actions around the hood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2011 November 09, 22:03:04
So the entire 'hood is affected in that way?  I wonder if that will also affect the pet adoption pool, or being able to breed horses at the Equestrian Center.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 12, 12:48:13
Correct me if I'm wrong, but does making a family sacred turn off story progression?  Though I only play one family, I don't want that to happen. 
If I don't make my family sacred, will my 'hood end up being a BFBVFS?
Making a fambly sacred makes them immune to any story progression events. They will have to live out their lives completely manually, without any prodding from the game engine: No being dragooned into careers, no being the actor or target of an EA or AwesomeStory event, etc. It is completely optional and nothing will happen if you do or don't do it. Especailly if you do. Which is sort of the point.

At this point in the time, nothing is known to explode as it has been fixed.

The ACTUAL issue is that Traveler replaces the InWorldState:Startup() function
Wait, what? You can do that? Is there some property about that particular function that enables you to do such a thing, or is there some newfound facility for overwriting any function without a core mod now?

Anyway, I moved the hook to another spot to avoid the conflict.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 November 12, 21:24:06
At least one of Twallens mods is core.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 13, 02:39:21
At least one of Twallens mods is core.
He has two core mods, but he clearly states which ones are. Traveller is not.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: fiberglassdolphin on 2011 November 20, 00:22:57
Has anything been done with the racist trait yet? Perhaps making sims with said trait react to those on other skin sliders or of different general skin shades as they would react to a ghost? I think that sims react to ghosts with disgust more often than fear. I assume it's because ghosts continue to need to eat and digest food, but their bodies are fully transparent.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Yzisme on 2011 November 25, 21:13:03
Erm, hello.

As you -might- guess, I'm a person to stupid to be able to install Awesomemod correctly. It just keeps on crashing. And failing.  Let me fill you in:
 
-This is the stuff that I'm not sure about the importance of.
 I have Win7.  As EP's go, I have WA, AMB, and GEN. 80% of my game is pirated. I have no other core mods. I do have other mods. I have game version 0.152 (if that's the part I'm supposed to cite.)

FAIL LOG:
I placed it into /Mods. At first, it -"looks like you have installed an unoffical mod... does not match your current game."
Googled, cleared cache, repeated.
Same error.
I stopped being a showoff and downloaded the main copy (first I tried 1.24). It crashed.
I realized I was being derpy and tried to run it WITHOUT also trying out (for the first time) the NRaas master controller.
It crashed.
Tried to run master controller only.
It crashed.
Tested my game by itself, without the mods.
Worked great.
Removed all of my mods, only placed the awesomemod & config.
Game crashed.
Tried only awesomemod without the config.
Crashed.

Obviously, I'm doing something really fucking wrong.
 Probably something to do with my game version, right? No?
 And yes, I did do searches. I've been trying to install AM for three hours or so now, I think. Most of that was searches, here and other places.

Please don't flame me too badly. I'm not a pro at this, or a modder, or anyone else that knows how to mess with their game properly.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 25, 21:43:53
Define "crashed". If your game CRASHES, even if you attempt to run non-core mods, you probably have Framework Fail somewhere.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Yzisme on 2011 November 25, 22:07:24
It loaded about 1/8th (each time) The it CTD'd, with a Windows-based error message (as in, "Sims 3 has stopped working..."). That's pretty much all, really. It did this only with the AM and NRaas master controller, though. It loaded my game with my other non-core mods as normal. (this happened with the latest version)
With the 1.24, I got this error all the time: "It seems you have installed an unofficial game modification that does not match your current version of the Sims 3."
As I said, this only happened with 1.24.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 November 25, 22:23:06
1.24 is obsolete and not really supported anymore.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Yzisme on 2011 November 26, 05:22:01
A solution was found. It seems at least one of my game patches was fucked up masterfully.
 Someone suggested using http://www.modthesims.info/download.php?p=3709904&posted=1#post3709904 (http://www.modthesims.info/download.php?p=3709904&posted=1#post3709904). (It's a patching tool.)

I don't know how this affected the core mod, since I'm not a modder, but hey, it works, and it's...it's.... awesome.

Anyway, I'm just posting this in case someone has the same problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 November 26, 05:23:07
Don't double-post.  Just modify your last post.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AtmaDarkwolf on 2011 November 30, 16:31:45
Using latest patch, all expansions and 'stuff' packs, all patched, and I can get a FEW mods to work, but not awesomemod, and none of the 'no censor' patches work. (Improved body textures and such do work though)

Its a new computer, running win7 64bit x86, so am not compleatly sure what ive done wrong.(With xp i had no issues)

Its in the path : C:\Users\xxxx\Documents\Electronic Arts\The Sims 3\Mods\Packages, is this the correct path for win7? (all 'working' mods are in this folder, none of them are core, except awm)

I get no errors, no sign its working / not working or anything.

Someone flametroll me and tell me what I did wrong(Am very new to win7 so don't be too harsh :P)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 November 30, 16:36:10
Do you have the cfg file as well? Its the same thing as XP, don't blame 7, PEBCAK.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AtmaDarkwolf on 2011 November 30, 17:09:15
Yes, its there. from the 'sims3/(etc) point in the path, the files are all in the same exact places as they are on my xp system.

What I'm wondering is, should I do it the 'old school' way of putting the mods/packages(and framework and such) in the actual install directory like we had to do way back?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2011 November 30, 20:11:09
What I'm wondering is, should I do it the 'old school' way of putting the mods/packages(and framework and such) in the actual install directory like we had to do way back?

I have my files set up in the original way on Win7 and awesomemod is working just fine. I did however create a root folder on C: for my game installs, as the C:\Program Files (x86) folder was a pig to manage for permissions and I've read of others having problems with that.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 November 30, 20:30:50
I have my files set up in the original way on Win7 and awesomemod is working just fine. I did however create a root folder on C: for my game installs, as the C:\Program Files (x86) folder was a pig to manage for permissions and I've read of others having problems with that.
Is UAC still turned on? UAC is ebil. Turn it off (http://www.sevenforums.com/tutorials/299-user-account-control-uac-change-notification-settings.html), make your life much easier.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: AtmaDarkwolf on 2011 November 30, 20:47:01
well it worked, and odd note, my edits fail(No edited post appears, just sends me back to first page)

In my defense, the last time i played sims was quite a while back, when it was better overall to just drop all package files into the mydoc/blahbha/sim3 folder rather than the installs.

Anyways, it works now for the most part :P (No 30foot gout of flame, or random implosions in the computer room)

Thanks for the help, much appreciated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2011 November 30, 22:28:56
What *exactly* does the "NoCommunityStalkerSwarm" feature do?  Does it just limit the number of Townies that show up on community lots, or does it disable them completely?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 November 30, 22:31:34
Ever notice how when your active sim goes somewhere so does everyone else? That's what that is. Someone didn't RTFM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Capitaine Marie on 2011 November 30, 22:36:05
Just RTFM again -- without speed reading this time.  Sorry, I had teh dumb.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 03, 03:27:45
Yes, it disables the stalker behavior: Lots will no longer react to your sim's presence, remaining empty or full depending on the characteristic of the lots, ignoring the behavior of your sim: You can now go to an empty, quiet place and not be immediately stalked by the a fresh mob of stalkers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2011 December 06, 11:27:38
The Sim parents in my current family got the "opportunity" to go on a free vacation the last time I played. I declined as I remember people saying that when parents returned their inventories were empty and that their opportunities had been cancelled.
I know the patch notes state that the inventory emptying was fixed but do Sims still lose their opportunities upon return?
More importantly, does AM fix these issues, if in fact they are still issues?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 07, 01:48:45
They're side effects of how EAxis implements this "feature", which basically involves deleting your sim temporarily in the same way homeless sims are deleted when they return home. The process is destructive to any data stored on the character instance. AwesomeMod does not presently alter this feature, because, quite frankly, I'm not seeing the purpose of this option, as you do not actually get to GO on a vacation.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 December 07, 03:40:09
The parents "go on vacation" so that you can play as a teen and throw a party while the parents are away. If you played the parents on vacation, then you would not be able to access the teen and potential party. Unless there's a way to make the "go on vacation" let you go on vacation with the parents and then, upon finishing the vacation, you returned to the town on the day they left to play as the leftover family.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 07, 08:26:24
The parents "go on vacation" so that you can play as a teen and throw a party while the parents are away. If you played the parents on vacation, then you would not be able to access the teen and potential party. Unless there's a way to make the "go on vacation" let you go on vacation with the parents and then, upon finishing the vacation, you returned to the town on the day they left to play as the leftover family.
You can't just throw a party as usual?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Neowulf on 2011 December 07, 09:40:24
I don't know if teen parties are different than any other party, but there's supposed to be a chance of the parents coming home early and the teen being caught. Also, I guess the party has to be cleaned up before the parents get home. I think there is also a chance of the police showing up to take care of the "disturbance." Otherwise, it's another excuse to punish teenagers.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 07, 14:34:12
I am completely unclear as to why you would wish to do this, losing the ability to advance the actual members of your household merely for this. It does not seem to offer any actual benefits over just holding the party the NORMAL way. This option will probably not be examined at any length unless a conflict results from it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2011 December 07, 17:39:08
WHY must EA impliment game mechanics in such a stupid way?! Why do they have to actually temporarily DELETE the sims? Couldn't they just have them drive to the very edge of the world and fade out like when entering a rabbit hole for the duration of the "holiday" and become temporarily inactive or something?
Sorry, not really adding anything useful here but I needed to vent.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alttbm on 2011 December 07, 19:40:10
Tested AM wilth Pets and "no go".
tried to get an error report to post but doesn't make it that far (doesn't load at all)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TapThatBooty on 2011 December 07, 20:49:06
Alttbm. Thank you for that overly descriptive post, explaining exactly what the problem is and for posting in the right thread. Someone should really make a bug report thread for this kind of stuff.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alttbm on 2011 December 08, 23:17:34
sarcastic asshole


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 December 08, 23:31:23
sarcastic asshole

*takes alttbm's wittle speshul hand

Don't mind TapThatBooty, some people here can be so meen. What he probably meant to say in all that sarcasm was was that with all that information you gave us we know exactly what the problem is. The answer is clear, YOU"RE DOING IT WRONG!

*Rips arm off and beats alttbm with it


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: alttbm on 2011 December 09, 04:53:54
ya i think after noticing and reading the bug thread my install might be corrupt
but he's an ass
there was no info to give except "wont load at load screen"


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: keirra on 2011 December 09, 08:47:38
but he's an ass
there was no info to give except "wont load at load screen"

There is an asshole in this exchange...it's not TapThatBooty.  Really alttbm? You can't be THAT stupid.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 December 09, 17:03:57
I'm pretty sure there's a good chance Alternate Bottom really is that stupid, judging by his posts so far.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TapThatBooty on 2011 December 10, 06:13:22
Oh no! Someone who isn't able to give any information (when you actually could give information), post in the right thread and fails at even the most basic of grammar has called me a 'sarcastic asshole'. What ever will I do. My feelings, they have been hurt  :)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ibce on 2011 December 18, 10:51:34
Disclaimer: I don't have much experience with mods other than tuning mods, so bear with me.
Anyways, I got a question: Is it possible for NPCWorkUniformRemovalChance be made as a tuning mod?
An additional question - Why isn't (correct me if I'm wrong, but I checked the config several times) there a same-sex pregnancy in awesomemod?
Thanks in advance.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 December 18, 13:15:15
An additional question - Why isn't (correct me if I'm wrong, but I checked the config several times) there a same-sex pregnancy in awesomemod?
Thanks in advance.

Because this is impossible in real life. I use Nraas Woo-Hooer, works just fine.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ibce on 2011 December 18, 14:40:55
Because this is impossible in real life.
There are no walking mummies, no simbots, no vampires etc etc in real life. Therefore, your argument is invalid 3:

I use Nraas Woo-Hooer, works just fine.
Woohooer seems to have a few non tunable values that I don't want to have in my game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Sigmund on 2011 December 18, 16:37:35
Pescado puts things in AM that he wants in his game. Presumably the need has never come up for him.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bugger on 2011 December 18, 17:36:12
Therefore, your argument is invalid 3:

Is this supposed to be a tea-bagging smiley? That's sort of what it looks like.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ibce on 2011 December 18, 20:44:17
Pescado puts things in AM that he wants in his game. Presumably the need has never come up for him.
Ah. Makes sense.
*bashes request button*

Therefore, your argument is invalid 3:

Is this supposed to be a tea-bagging smiley? That's sort of what it looks like.
Nu, that's an angry baby cthulhu.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 December 18, 21:20:43
*bashes request button*

The request button is somewhere else, but I shouldn't bother. There is no rational reason for Pescado to add this to Awesome.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 December 18, 22:06:09
Pescado won't add something to Awesomemod if it's A) something he cares nothing about, and B) something that can be readily found somewhere else.  Same-sex pregnancy fits both categories.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 December 19, 00:05:54
Pescado won't add something to Awesomemod if it's A) something he cares nothing about, and B) something that can be readily found somewhere else.  Same-sex pregnancy fits both categories.
No, he will add something he doesn't really care about if enough people badger him for it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2011 December 19, 00:18:53
Because this is impossible in real life.
There are no walking mummies, no simbots, no vampires etc etc in real life. Therefore, your argument is invalid 3:
Those are EA, already in the game stuffs, fucktard. Pez obviously has nothing to do with those.

Quote
I use Nraas Woo-Hooer, works just fine.
Woohooer seems to have a few non tunable values that I don't want to have in my game.
Then tough titty. Females can go get artificially inseminated for the lesbian couples with AM, but he's already said before he's not adding male pregnancies.

Also,
(http://i16.photobucket.com/albums/b33/omegastarr/argument-invalid.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 December 19, 00:22:48
Those are EA, already in the game stuffs, fuck tard. Pez obviously has nothing to do with those.
Holy run-on, Batman.  Split that sentence into two.
HAPPY GRAMMAR DAY 2011


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 December 19, 00:24:29
Those are EA, already in the game stuffs, fuck tard, Pez obviously has nothing to do with those.

"Fucktard," if you are meaning it as an adjective, is one word.

Happy Grammar Day


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 December 19, 00:44:01
Pescado won't add something to Awesomemod if it's A) something he cares nothing about, and B) something that can be readily found somewhere else.  Same-sex pregnancy fits both categories.
No, he will add something he doesn't really care about if enough people badger him for it.

I'm somehow thinking there won't be a giant mpreg uprising.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2011 December 19, 00:51:34
Pescado won't add something to Awesomemod if it's A) something he cares nothing about, and B) something that can be readily found somewhere else.  Same-sex pregnancy fits both categories.
No, he will add something he doesn't really care about if enough people badger him for it.

I'm somehow thinking there won't be a giant mpreg uprising.
True, but people badgered Pescado enough for him to add a Pedo feature to AM.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 December 19, 02:07:26
That was more for the lulz, though. If you could convince him there will be MPREG butthurt (hur, pun), maybe he would go for it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 December 19, 04:40:45
Since men don't have the necessary equipment to give birth, maybe he could give them the mpreg they want, with the added "bonus" of the babby bursting out and killing the father during delivery.  50 billion alien xenomorphs can't all be wrong.

ETA:  C-section, schmee-section.  ALIEN BABBY BIRTH WOULD BE LULZY.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 19, 12:24:23
Sims cannot become pregnant if they lack pregmeshes. There isn't actually anything in AwesomeMod that specifically excludes it, but if the game can't find a mesh for the sim, AwesomeMod will interpret this as an error and terminate the erroneous data.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2011 December 19, 14:32:50
Sims cannot become pregnant if they lack pregmeshes. There isn't actually anything in AwesomeMod that specifically excludes it, but if the game can't find a mesh for the sim, AwesomeMod will interpret this as an error and terminate the erroneous data.

"Terminate the erroneous data" is an awesome euphemism for an abortion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Ibce on 2011 December 20, 10:42:04
*bashes request button*

The request button is somewhere else, but I shouldn't bother. There is no rational reason for Pescado to add this to Awesome.
*moves two tiles away and keeps bashing* Jk, that was a bit of an unsuspected impulse to request it and I haven't used AM other than for testing and even that was before WA came out. So, I guess, I somehow overlooked the awesomely obvious request thread. *performs seppuku*

Pescado won't add something to Awesomemod if it's A) something he cares nothing about, and B) something that can be readily found somewhere else.  Same-sex pregnancy fits both categories.
Actually, since GEN no same sex pregnancy mods that are available other than Woohooer and werismyki's autonomous romantic socials. Woohooer changes a few options that are unrelated to same sex pregnancy and can not be tuned away, same with werismyki's mod. For now I am using a tuning mod, but it only allows the interaction as a standing social, which gets old after a while.
I'm slowly learning to mod to try and create a mod that would work similarly to lostaccount's (aka darkpool) mod used to work. Might take a while though.
Also,
(http://i16.photobucket.com/albums/b33/omegastarr/argument-invalid.jpg)

MFW:(http://s011.radikal.ru/i316/1112/43/7bbe4badb3f9.png)

On a side note, I can't care less for male pregnancies in my game as I play female sims exclusively and wouldn't have a use for it.

Sims cannot become pregnant if they lack pregmeshes. There isn't actually anything in AwesomeMod that specifically excludes it, but if the game can't find a mesh for the sim, AwesomeMod will interpret this as an error and terminate the erroneous data.
Hm? Now I'm confused. Does it means with AM female sims can get pregnant from one another in any woohooable location?
Off to test that in a moment.

Also:
Anyways, I got a question: Is it possible for NPCWorkUniformRemovalChance be made as a tuning mod?
Thanks in advance.
I bet the answer is no, but its worth an ask.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 20, 12:36:01
No, this feature is not enabled by default, because that's tuning-style crap and irrelevant to my interests. However, the underlying code correctly processes the results: If you manage to pollinate a sim with another female sim, your probability of getting a male sim out of this is precisely zero, because nobody involved has a Y chromosome. If you attempt this with two male sims, your probability of getting a female sim is not 50%, but 33%, because XY/XY has a 50% chance of producing XY, 25% of XX, and 25% of YY, but YY isn't viable.

Naturally, you can't pollinate ANY sim that doesn't have a valid pregmorph, including 12s and male sims, unless you install these, because this would result in the sim having no body, and therefore, dying.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: soozelwoozel on 2011 December 21, 01:41:38
Amg. What is with these weirdos? First Claeric with his 'no wimmins' and now IMBEcile with no peen in-game. I really don't get it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2011 December 21, 04:58:13
They want to make sure there's no 'unfair' competition for their self sim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2011 December 21, 08:08:16
They want to make sure there's no 'unfair' competition for their self sim.

Shades of Brynne.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2011 December 21, 17:14:56
Well, in all fairness, Puddingland isn't exactly male-rich either, although this is more a consequence of the sims available to populate it rather than any intentional effort at exclusion.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Valerie on 2012 January 03, 15:48:36
I'm not sure if this has already been covered in another thread, I searched but yeah. To no avail.
I have World Adventures, Ambitions, Late night, Generations, and Pets and my game is patched to version 1.29.55.014001 and my awesomemod is downloaded fresh as of like 5 minutes ago (After which I tested again, another no show for my Sim). I know my mods are working via nointro.package working.
My sim had three toddlers to start out with, got married, had 1 kid, got a new room mate, and then had twins. When the second twin was born, she disappeared, which was unexpected for me because I had awesomemod. I don't have any pets (They show up with the weird animation glitch for me so I'm just waiting that issue out before I adopt any). Is there any sort of tricky trick that I can do to try to see what the issue is that I haven't already tried? (Redownloading patch, redownloading awesomemod, restarting game, fixall) All I need is a box for my main sim to show up like they used to because of the fantastic awesomemod. Please and thank you!

Nevermind! Whilst trying to fix the problem I accidentally messed up my household and like half of it ended up being deleted from the face of the planet. Even with the backup, they were gone. So I'm starting new.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2012 January 14, 20:19:47
I've had to reinstall my game to avoid patch 1.29 (i.e. I don't have patch 1.29 as a result) because of incessant crashing, and I've been trying to find the pre-pets-patch-phail AM, but it gives me a 404 page when I tried to download the 1.24 version mirrors. The beta page also doesn't give a link to the pre-pets-borkage version. So I'm wondering, is the current version of AM ok to use on non-1.29'd games? TIA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 January 14, 20:36:43
I've had to reinstall my game to avoid patch 1.29 (i.e. I don't have patch 1.29 as a result) because of incessant crashing, and I've been trying to find the pre-pets-patch-phail AM, but it gives me a 404 page when I tried to download the 1.24 version mirrors. The beta page also doesn't give a link to the pre-pets-borkage version. So I'm wondering, is the current version of AM ok to use on non-1.29'd games? TIA.

I'll bet if you search for the answer, you'll find it on here.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ItchyNScratchy on 2012 January 14, 20:53:14
I did look. This is the questions and helpful tips thread; if I had looked and found, I wouldn't ask here. Pes's updates on the AM download page don't include the version for 1.26. He includes one for 1.24, but like I said all the mirror links give a 404 error. And the newest update is for 1.29, the update I want to avoid. :)

If you'd like screenshots of my Advanced search results to show me where I might have overlooked something, I'll gladly provide them. TIA.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 January 15, 00:26:48
You obviously didn't look that hard.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2012 January 15, 00:30:33
SEARCH, MOTHERFUCKER, CAN YOU USE IT?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: ElectricSimmer on 2012 March 16, 15:06:44
Is it possible to 'unpark' the game after using the Uninstall command?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 March 16, 15:14:18
You could...keep playing? Uninstall does precisely two things:
1. It resets the world, cancelling every interaction in the game, thus removing all Supreme Commander and other AwesomeMod interactions from the queues, so that no AwesomeMod-based interactions will be in the queue and thus cause your save to choke on load. In this way it is exactly the same thing as resetworld.
2. It pauses your game, so that no further actions occur and you may save and quit.

Obviously, if you unpause your game, all this is invalidated.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zoan on 2012 March 25, 19:54:19
Hi,
After a while of deliberating, I finally decided to switch to Awesomemod. I went through config and changed all the options to how I like them and am loving the features so far. I just have two questions that I have searched here but have not been able to find the answer to:

1) How do I turn on notifications for story mode actions?
Ive used Twallans mod previously, and it gave me notifies everytime something happened in town that was driven by the story mod. Ive read that awesome does this as well, but Ive played for well over two weeks and havent gotten any notifies. I really dont care if it actually notifies me, I just hope to use this as a validation that the story mode is actually doing stuff.

2) Is there a way to turn off the new item value descriptions?
I looked countless times through config and found no option to toggle the description of items back to the single value 1-10. The reason is that I am simply confused by some of the descriptions. For example, how does the pet bowl give 200hunger/hr and also 5fun/hr??. Last i remember, it only fulfilled the hunger need. Am i missing something here?

Thanks for any help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 March 25, 20:38:34
1) How do I turn on notifications for story mode actions?
Turn on "InformOnStoryAction".

2) Is there a way to turn off the new item value descriptions?
BetterBBObjectInfo.

I looked countless times through config and found no option to toggle the description of items back to the single value 1-10. The reason is that I am simply confused by some of the descriptions. For example, how does the pet bowl give 200hunger/hr and also 5fun/hr??. Last i remember, it only fulfilled the hunger need. Am i missing something here?
The Pet Bowl gives 200 hunger an hour, because that's how fast your pet will refill hunger when eating from it. 5 fun per hour indicates that some interaction on the pet bowl gives fun, but not a lot of it. The "single values" that EAxis uses are basically completely bullshit and indicate ABSOLUTELY NOTHING WHATSOEVER, since they are just arbitrary values set by the object creator, and not derived from any in-game value. As such, those values are just flat out WRONG: They don't indicate anything about the object at all, not even its relative value compared to other objects of similar rating. If you toggle this option on and off as you compare objects, you will quickly notice this: Objects with lower "ratings" for a motive are frequently better or the same as those with higher ratings, even within a single class of object. Meanwhile, other values are not indicated at all. In short, if you want to be bullshitted and lied to, go ahead and turn it off.

But ask yourself: Would you rather be given meaningless non-information, or information that may exceed your ability to comprehend but is accurate?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Zoan on 2012 March 25, 20:59:04
Thanks for the response. If the objects like the pet bowl do in fact give minor amount of fun, then yeah I would like to see the value. I was simply confused because the old values were very simple and single digit, and the new ones are much more in depth and provide real information. I wasnt sure if the new information was completely relevant to the objects. Additionally im guessing, the bed Comfy/Well rested values provide the information about the moodlet boost you will receive from each bed.

Just one last question for now:

Do the skill difficulty modifications clash in anyway with Twallans Relativity Mod skill deltas? Ive used his relativity mod to make time go a bit slower, but that mod also applies deltas to make skilling up relative to the new speed of time. I set my awesomemod skills and vacation skills to be 2X as diffucult to obtain. Do you know if relativity will apply deltas to the new values set by awesomemod, or to the original default game values? Thanks again for any help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 March 25, 22:57:44
Not a clue. The "relativity" mod does not implement things in a "clean" way, so cannot be supported. It's not actually slowing down time, what it's doing is repeatedly yanking the clock back over and over. This is not a proper way of doing things and may cause glitches.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: elansims on 2012 April 07, 22:08:40
The RTFM says compatibility is v1.32 and corresponding expansions.  My game says it's v.1.33.2.  So AM is incompatible w/my game, or I'm a tard and didn't read something.  Which is it?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kayleena on 2012 April 08, 03:04:40
I'm still playing my game with 1.29.
After getting the message that my version of AM had expired, I reinstalled, and now my game just sits on the Pets loading screen. The only way to exit is forcing the game to shut down. I'm not really wanting to update, so I was wondering if there was a version of AM for those who want to stay at 1.29.

If not, I guess I could update. The only reason I don't want to is because I've seen LOTS of people complaining about new issues. I've got all expansion and stuff packs up to Pets.
I'm really angry because I was hoping to at least play the game over the weekend, and all I've done is found myself troubleshooting the stupid Exception Raised error on my iMac. So I jumped on my PC to play, updated AM, and now it's like I've been slapped in the face.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: witch on 2012 April 08, 05:39:00
I'm still playing my game with 1.29.
After getting the message that my version of AM had expired, I reinstalled, and now my game just sits on the Pets loading screen. The only way to exit is forcing the game to shut down. I'm not really wanting to update, so I was wondering if there was a version of AM for those who want to stay at 1.29.
No.

Quote
If not, I guess I could update. The only reason I don't want to is because I've seen LOTS of people complaining about new issues. I've got all expansion and stuff packs up to Pets.
I'm really angry because I was hoping to at least play the game over the weekend, and all I've done is found myself troubleshooting the stupid Exception Raised error on my iMac. So I jumped on my PC to play, updated AM, and now it's like I've been slapped in the face.

Oh darling, don't be so dramatic!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 April 08, 05:43:19
Manual is fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 April 08, 13:01:42
(http://i.imgur.com/kV1nT.jpg)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kayleena on 2012 April 08, 17:57:55
I'm more monotone and boring than dramatic, honestly. =/

But mehwell, I'll update. It's not a big deal. I just thought I'd ask first beforehand just to see.

I appreciate all the work that goes into this mod, so I definitely want to use it for as long as I play the game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2012 April 09, 02:51:57
So why, exactly are you bitching? Because it's SO MUCH EFFORT for you to update? What about the effort Pescado puts in? Don't you think it might be comparable? Or even, and I know this is probably unthinkable for a snowflake like you, MORE? Like MORE effort than it takes you?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 April 09, 05:09:44
Maybe she's just woozy from her computer slapping her in the face.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Kayleena on 2012 April 09, 20:49:31
Did you not see where I said I appreciate all the work that goes into making this mod? Before you're so quick to jump down some "n00b's" throat and try to make them feel like shit for asking a fucking question why not read my reply where I said "I appreciate all the work that goes into this mod, so I definitely want to use it for as long as I play the game." And then where I said I would update it.

I know that posting any type of question here is subject to mass flaming, so I'm pretty prepared to have at least a few people pick at me for what I say. But you assume I don't want to update because it's, omg, such a big fucking effort for me to do so. No, it's not. I simply didn't want to update due to all the errors I've seen other people getting. I figured I could try to wait and at least ask if there was an older version of AM that I could use until EA released an update that wasn't so buggy. A simple answer is no. Which was given to me.

I won't be replying to any other posts where you try to flame me for being stupid, a snowflake, naive, dumb, whatever you can think of, etc. You people are pretty creative with what you can say to a person you think is an idiot, but I'm not here for that. I got the answer I needed.

So good fucking day.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Starler on 2012 April 09, 21:44:02
I won't be replying to any other posts...

So good fucking day.

Sheep noises are insufficient to convey my appreciation. Also, careful the computer doesn't slap you on the way out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 April 09, 23:30:11
I'm beginning to see why her computer is driven to slap her.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: rohina on 2012 April 09, 23:36:28
This was a virtuoso demonstration of snowflakery. I shall keep it in mind for the next time someone asks me to define the word "entitled".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Jeebus on 2012 April 11, 21:07:01
Protip for patchtards: If you really don't want to update, LEARN HOW TO STOP AWESOMEMOD FROM EXPIRING.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: nimmy on 2012 May 02, 17:44:51
On the mac exception raised issue, I got that until I removed Twallan's mods. The story progression is fine, but the careers mod causes that error message to pop up, for me anyway.

Anyway, is anyone having trouble with the "addtrait" command when trying to add eco friendly as a trait? It says target could not be found whenever I try to use it.


Nevermind, all it takes is "Eco."


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: butters on 2012 May 12, 17:18:17
I have a couple of questions. First, I've been having trouble with my game freezing and crashing lately. I'm working trying to figure out what is causing it. One thing I noticed that *might* be causing it is when I used the config tool to switch the AwesomeStoryPopCap from zero to one. Could that cause my game to freeze or crash, or does that not ever cause problems? Also... when I used the AwesomeStroyPopCap to stop sims from spawning, I still get sims randomly spawning and filling up empty houses in the neighborhood, (I'm using a custom world.) Is that supposed to happen?

Also, Pescado added the "custom clothing filter is default" to AM a while ago. I see that its in the rtfm, but the option for it isn't listed in the config tool. I've tried clearing my cookies and reseting to defaults, but the feature is still not available. Has it not been added, or is something just wrong with my browser? (I've tried using both IE and GC)


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 May 13, 07:02:34
I have a couple of questions. First, I've been having trouble with my game freezing and crashing lately. I'm working trying to figure out what is causing it. One thing I noticed that *might* be causing it is when I used the config tool to switch the AwesomeStoryPopCap from zero to one. Could that cause my game to freeze or crash, or does that not ever cause problems?
It SHOULDN'T crash, but that is an awfully low number and may end up fighting with the game's urge to spawn sims.

Also... when I used the AwesomeStroyPopCap to stop sims from spawning, I still get sims randomly spawning and filling up empty houses in the neighborhood, (I'm using a custom world.) Is that supposed to happen?
StoryPopCap only prevents StoryMode from spawning more sims: Other gamesystems, generally from EAxis, still want MOAR SIMS. It's REALLY, REALLY hard to stop the game from spawning anything at all, since they put sources of more spawning absolutely everywhere. The game just does not like the idea of an empty neighborhood, especially if you start doing things where the game expects you to interact with something. In any event, that's not what StoryPopCap is meant to do: That just stops StoryMode from filling up the game in exponential population growth, if, for some reason, your neighborhood is particularly active.

Also, Pescado added the "custom clothing filter is default" to AM a while ago. I see that its in the rtfm, but the option for it isn't listed in the config tool. I've tried clearing my cookies and reseting to defaults, but the feature is still not available. Has it not been added, or is something just wrong with my browser? (I've tried using both IE and GC)
Fixed.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Bain on 2012 May 31, 10:18:03
If AwesomeStoryPopCap is enabled and you get a neighbor preggers, will that sim have a baby or will the AwesomeStoryPopCap prevent the birth?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 June 01, 03:31:48
The system won't interfere with anything you caused, so the babby will form.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2012 June 08, 07:44:11
So I haven't played in ages. Reinstalled everything. Patched everything. Everything works great. Also have awesomeconfig going. Story progression is disabled. But the game is still filling up my damned households with pets. Storymode action information says bupkis though. Just wondering if this is intended EA behavior and if there's anything I can do besides uninstall the pets expack.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2012 June 08, 10:10:45
If story progression is disabled you're using EA story progression and YES therefore it is EA behaviour.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2012 June 08, 11:54:28
More specifically: awesomedriver is enabled, but story progression ingame is disabled.

Basically I don't want story progression at all, but dogs and cats are flooding my households, and seem to be a seperate behavior. I don't get any story info popup either.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 June 08, 12:40:46
If storyprogression is disabled, then there is no story progression, and therefore, no notifications. If AwesomeDriver is not enabled, then you will use the awful EAxian version when you turn it on, otherwise you use the Awesome version. And I have no idea what you mean by "dogs and cats flooding your household".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2012 June 09, 00:40:17
I have awesomestory enabled. But story progression disabled in-game. It's my understanding there should thus be no story progression.

But every time I switch household then come back the household usually has 1-2 cats or dogs.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 June 09, 04:12:37
I have never seen this. Is there anything special about the household you're switching to?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2012 June 09, 04:29:21
Nothing that jumps to mind. These were brand new households in a new neighbourhood, in a new install (all EPs and SPs), all patched and up to date. Just switched to another household for about 48 hours. Came back, had two dogs in it. But the dogs still had names as if they were street dogs; "Gabby Little Dog" and "Moonshine Little Dog". Both dogs memory scrapbooks were blank (no idea if that is normal or not, I would imagine some sort of adoption memory). The character/family in question started out life as an NPC, as the consignment store guy but had since been played by me for several weeks game-time.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2012 June 09, 07:39:57
Note that there is an occasional neighborhood "Pet Adoption" event. This event is where a randomly selected fambly ends up with some random temporary animals that your active fambly may adopt. If not adopted, the animals will just disintegrate, but if you mess with the game while the event is in progress, you could break it.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Eeyore on 2012 June 09, 10:48:35
Could your family have been hosting the Pet Adoption? Which leads me to ask, are Chosen inactives exempt?

Edit: Whoops! I missed a page.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: guardianpegasus on 2012 June 09, 12:45:02
Interesting, I'll check that out.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2012 June 28, 16:52:40
Does AM have any effect on what videos the TVs play? I mean colour vs black and white? I know that at least one of the cheaper TVs used to play only black and white videos but they all seem to play colour vids now regardless of their price/ratings.
So is this an AM thing or something EA "changed".


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2012 October 20, 11:52:27
I have a question regarding AM and the new population controls that we now have in game.
(Not editing my previous post as that was made four months ago.)
Prior to the population controls AM SP was set up do disallow random vampire turnings so that you only got vampires if you created them yourself, correct?
Is this still the case now even though we have the options in-game to stop them being created? Does this aspect also affect the new SN creatures as well?
If AM SP still functions as always and is ignoring the population controls available in the game, could we have it so that AM SP DOES listen and take into account the settings we have set in the game population controls?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CLmeow on 2012 November 16, 23:59:34
I do not yet have Seasons and when I try to use AM with my game, it crashes telling me it's not compatible.  Any answer to what I can do about this short of buying and installing Seasons (which I am hoping to get for Christmas).

Thank you


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2012 November 17, 04:37:04
I do not yet have Seasons and when I try to use AM with my game, it crashes telling me it's not compatible.  Any answer to what I can do about this short of buying and installing Seasons (which I am hoping to get for Christmas).

Thank you

Are you saying that a warning telling you that two things are "not compatible" not enough information as to what to do to rectify the problem?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: LurkieMoar on 2012 November 17, 10:04:37
You don't need Seasons to run the latest Awesome.  You can update the game to 1.42 for free. 

Alternatively, if you know how to edit, you can go back to the version of Awesome that you were using before and remove the timebomb.  If you don't know how to edit, don't try that or it might make your toilet implode.



Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CLmeow on 2012 November 17, 10:39:39
Thanks, I read MOAR, and found the solution to my problem was just what you said, I needed to patch my game.  Got the latest patch updater from MTS and used it and now my game runs just fine.  I hate to run it without AM, so thanks for the help.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2012 November 17, 21:31:31
Thanks, I read MOAR, and found the solution to my problem was just what you said, I needed to patch my game.

Why didn't you do that in the fucking first place.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Grimma on 2012 November 18, 05:29:54
Thanks, I read MOAR, and found the solution to my problem was just what you said, I needed to patch my game.

Why didn't you do that in the fucking first place.

I don't understand wtf someone who doesn't know that you can patch your game without buying the expansions is doing modding their game.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2012 November 18, 14:07:58
I have noticed that the sound effects from some items on the festival lots will linger to seasons that the item is not located in.  I kept hearing fire and couldn't find a single flame.  I discovered that the sound was coming from a spot that a fire pit had been placed for the winter festival.  This also happened with a beehive I placed in the spring festival.  The sound haunted the spot all year long.  Has anyone else noticed this effect leak over through the seasons?  So far I've only heard it happening with fire and bees.  I'm wondering what other items cause the sound leak.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Slymenstra on 2012 November 18, 19:54:04
I had my Sim clean up her hotdog plate in the park and she stuck it in a phased out trashcan. I couldn't see it, but I knew it was there from looking at the lot in build mode. Maybe that is why you are hearing the sound of the firepit and beehive. They are still there, usable, but invisible.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2012 November 18, 21:36:39
Whenever somesim dies of overheating the fire lingers on that site for the rest of my gameplay. It only leaves if I save & reload the neighbourhood.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: The_Goddess on 2012 November 18, 22:13:52
Whenever somesim dies of overheating the fire lingers on that site for the rest of my gameplay. It only leaves if I save & reload the neighbourhood.

Just the sound or the flames themselves?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2012 November 18, 23:18:53
Just the sound or the flames themselves?

Just the sound.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowsong on 2012 November 20, 17:41:30
Can someone check whether triggering alien abduction from debug interaction works?
I suspect that lack of abductions in my game is an EA bug rather than awesomemod one. If the command works for others, it'll make troubleshooting a lot easier.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2012 November 20, 21:27:42
Can someone check whether triggering alien abduction from debug interaction works?
I suspect that lack of abductions in my game is an EA bug rather than awesomemod one. If the command works for others, it'll make troubleshooting a lot easier.

Why the fuck don't you try it yourself, and let us know what happens.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: CLmeow on 2012 November 21, 07:20:02
Thanks, I read MOAR, and found the solution to my problem was just what you said, I needed to patch my game.

Why didn't you do that in the fucking first place.

I don't understand wtf someone who doesn't know that you can patch your game without buying the expansions is doing modding their game.

I just didn't know there was a patch out!  That is all it was.  I had not been on the web in a month and was at a place when I posted (with child agro) where I needed a fast solution and couldn't find it.  Once I found out there was a patch, all was solved.  I am SOMEWHAT competent in modding my Sims game.  I also follow directions well.  I always knew I could patch without the expansion.  Have done so many many times.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Shadowsong on 2012 November 21, 17:43:27
Why the fuck don't you try it yourself, and let us know what happens.

Allow me to rephrase in a way that everyone can follow.
There are no aliens in my game. Triggering an abduction has no effect. It means:
a) I'm dealing with a bug or a broken installation.
b) Triggering the event manually doesn't work.
In the first case I'll be able to spend minutes determining whether it's something I'm able to fix. The second option means the same task will probably take days and even then I won't be certain the "bug" isn't a case of really bad luck.


Title: Creepy children
Post by: Soltis on 2012 December 12, 03:45:29
I've noticed parent sims going to let their toddlers out of their cribs a few times -- without the action appearing in their action queue, while other actions I've input are visible therein. Is it conceivable AM is causing this? Or is it a bug in TS3?


Title: Re: Creepy children
Post by: jezzer on 2012 December 12, 03:53:28
I've noticed parent sims going to let their toddlers out of their cribs a few times -- without the action appearing in their action queue, while other actions I've input are visible therein. Is it conceivable AM is causing this? Or is it a bug in TS3?

Quit starting a new fucking thread every time you have a question about Awesomemod.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: KawaiiMiyo on 2012 December 13, 20:23:41
I have a few questions regarding Awesomestory. These things never bothered me as much before, as I was so busy creating rather than playing. However, now that I'm actually playing a self-populated world in custom houses built for specific families, with a certain storyline in mind I'm starting to really take notice.

1.) From what I've read, if you include the household name in the lot details, it is supposed to prevent the family from moving elsewhere, with the exception of individual sims moving out on their own.

 This is not happening for me. Awesomestory is enabled in the config. My new world starts out with families consisting of 8 sims, both genders for each age. If the household is "Jones" then I just name the lot "Jones". Within 5 minutes of playing, I see around 4 households suddenly switch homes, leaving their old ones with the household name entirely vacant. I will say that the houses that most of these families start out in are probably not sufficient enough to sustain their needs... very small and either entirely or partially unfurnished. (I planned on finishing them later with the architect profession)

I know Awesomestory takes these things into consideration, however aren't lots that contain household names immune from this?  

2.)The population cap is supposed to prevent new sims from moving into the homeworld, however does it affect existing families moving out and having children? If so, is there something I can do to prevent outsiders migrating to my town and moving in, while stil expanding my town from my existing families?

My world consists of certain family names with their own lineage relevant to my storyline, and I don't need any goofy looking - funny named "Creatures" that resemble something I'd see at the local Walmart coming in and screwing things up.  I see these freaks every 1-2 sim days in my town somewhere, I'll immediately head to "Edit Town" to evict and delete the family, only to see a new group move in right afterward.  

3.) A lone, orphan Sim child, moved into a lot to live by themselves will disintegrate upon playing, right after entering "Edit Town" mode. Is this an EA thing? Perhaps a side effect of being allowed to create households consisting of only children that Awesomemod has yet to address?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: bitterquill on 2012 December 16, 19:43:31
There are also quite a few settings in Twallan's SP that can let you keep progression rolling without dealing with immigration/emigration and a variety of other townie- and inactive-related progression features.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheRBoy on 2012 December 23, 11:51:44
Hello, new here. :)

I wanted to know - does AwesomeMod somehow affect supernaturals appearing?
I love this mod, it's *awesome*!
But somehow, I don't get supernatural NPC's to appear, other than zombies.

Does anyone know if this mod is the cause?
I tried searching in the Config Tool, perhaps there's a parameter related to supernaturals. Haven't found any.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Madame Mim on 2012 December 23, 12:15:27
Hello, new here. :)

I wanted to know - does AwesomeMod somehow affect supernaturals appearing?
I love this mod, it's *awesome*!
But somehow, I don't get supernatural NPC's to appear, other than zombies.

Does anyone know if this mod is the cause?
I tried searching in the Config Tool, perhaps there's a parameter related to supernaturals. Haven't found any.

Let me get this right, you downloaded a mod without reading the descriptions of what it does?

And now you want us to read it for you and tell you if it's what's causing a particular phenomenon within your game?

Fuck off!


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheRBoy on 2012 December 23, 13:50:47
This tip was useless.
I don't know why are you guys so hostile.

It's either:

I am too lazy to look for the description. OR
You are too lazy to answer my question.

I'm not going to further argue


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragoness on 2012 December 23, 21:07:46
Well, see, the thing is, none of us really give a fuck if you get your question answered or not. When no fucks are given, laziness on our part is reasonably expected and does us no harm.

On the other hand, you presumably care at least a little if your question gets an answer, and if you do, laziness on your part is not reasonable, as it would lead to you being bothered, at least a little, by the lack of an answer.

How about we all continue to be lazy on the subject of your answer, and we'll see whether it's you or us who has fucks to give?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: RebelRed on 2012 December 24, 01:17:04
I swear it's like they don't actually read the boards before they post.  This is not Happy Sunshine Sims, this is MATY, and your question is fucking retarded.  The info is there and you are just too fucking lazy to read and find it yourself!




Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: TheRBoy on 2012 December 24, 09:21:50
Thanks for your replies.
Highly appreciated :)

For your information, I looked at the manual. Yes, even before I posted. I found no answer.
If that's not the description of the mod, please tell me where it is, so I'll stop being lazy and read it. I tried searching for it on google, haven't found it. OK?

You guys are great, really


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2012 December 30, 15:57:46
As a side effect of some mod I've started using recently some adult interactions are now unlocked for teenagers. That's okay, I know about the consequences when it comes to those marked with a pedobear and pedophilia is not enabled in my config. But what surprised me was that the "Drink" interaction for vampires shows the pedobear when it appears while a teen vampire converses with an adult. Is this an oversight or does the "Drink" interaction really count as a romantic act?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jezzer on 2012 December 31, 01:27:55
It would make sense.  It is a sharing of bodily fluids, after all.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: PA on 2013 January 01, 23:40:13
It is a romantic interaction.  Every now and again, I've had vampire sims who had never performed any romantic interactions with a target suddenly wish to kiss them after a drink.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DJgumball on 2013 January 03, 00:52:27
I'm sorry to be asking stupid questions but I really don't know where I went wrong setting up AwesomeMod. I had it working perfectly fine on my old hard drive.
I recently bought myself a SSD and started fresh, Windows, Sims and everything else.
I extracted framework.zip to Documents > EA > TS3 and awesome.zip into the TS3 > Mods > Packages and deleted scriptcache.package
I thought that's exactly how I did it on my old drive following all the instructions I've read in several places but my Sims game is acting like I never did anything to it at all.
Can anyone tell me what I may have overlooked or should try to make awesomemod work? I have never tried to install any other mods and I downloaded both zip files from this forum.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: dragoness on 2013 January 03, 01:34:57
I'm feeling nice today.

If the mod isn't loading at all, it is framework fail. Google the framework installation instructions on modthesims.info and follow them to the letter and it WILL work. If it doesn't, you've done something wrong and we have no way of knowing what.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: DJgumball on 2013 January 03, 02:01:29
Thank you! The instructions from that site did the trick. I bookmarked it so this will hopefully not happen again.
I don't know why the framework.zip from this site wasn't working. It seems very similar.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2013 January 25, 07:56:09
AwesomeMod has a clean-up routine similar to twallan's Overwatch, doesn't it? Is there any specific time in-game when this fires?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Insanity Prelude on 2013 May 02, 01:58:55
Okay, search has failed me.

Can inactive (non-Chosen) famblies adopt pets on their own when Awesomestory is active? Does this require pet supplies on the lot, as per the crib/bed requirements for human spawning? After a couple in-game weeks or so in one of my saves, the only dog I ever saw around besides the strays was the one belonging to my active Sim.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Akrontru on 2013 May 02, 07:55:14
I received the notice upon logging into the game that AwesomeMod would expire on May 2.  Rather than wait to see what happened I removed the mod, downloaded again, did a new config, and deleted scriptcache.package.  Well, I no longer have the Mod that I have become so dependent upon.  Should I have reinstalled the framework deal?  I'm playing Sims 3 with only the Supernatural EP on a Mac.

I'll very much appreciate help with this.  Frankly, when I Googled 'Awesomemod expires' I expected a flood of results.  I'm flummoxed among other things.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: pepsihamster on 2013 May 02, 09:14:21
I don't understand what you are trying to say. You say, you downloaded a new file of awesomemod but at the same time you say, now you don't have the mod any longer??

Any way, normally I just wait for the expiration to occur (= I can't start my game, I get a message saying I need to download a new version). I download a new version, delete the old and plop the new one into my usual awesomemod folder (which is in Mods/Packages/awesomemod). Delete scriptcache and start the game. I have never had it not work and I certainly never had to rearrange my folders in any way because of it. The only thing I can think of is, that you did in fact unknowingly rearrange something in your Mod folder setup/hierarchy this time around, so it doesn't correspond to what you have specified in the resource.config. And therefore the game can't see the awesomemod file any more.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Akrontru on 2013 May 02, 09:54:36
Thank you, pepsihamster, for helping me.  I freaked for no reason.  What I meant by not having the mod was that when I entered the game I control clicked on a couple of my sims and the Supreme Commander option didn't come up.  I just went back and realized that they weren't my selected sim.  I was afraid to continue playing until I was sure everything was Awesome again.

Sorry for being a dumbass, but very much appreciate you helping me.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: J. M. Pescado on 2013 May 03, 01:18:34
Can inactive (non-Chosen) famblies adopt pets on their own when Awesomestory is active? Does this require pet supplies on the lot, as per the crib/bed requirements for human spawning? After a couple in-game weeks or so in one of my saves, the only dog I ever saw around besides the strays was the one belonging to my active Sim.
Sims don't adopt pets on their own, because, obviously, a horse weding itself into an apartment would be absurd.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gwill on 2013 May 10, 07:12:12
I've been having a problem with this. If my sim gets a NEW job, say at 10 AM, and the job starts at 3 PM, the game will say work "starts tomorrow" but my sim's work performance will start plummeting when work hours kick in with the warning that my sim is "Missing Work!" However, if I try to instruct the sim to go to work manually, I get an error: "It's not your work hours. Come back in (hours to next work day) hours."

I don't believe this is an AM issue, but I'm posting here since this was the only hit I got when SEARCHING MOAR.  Feel free to split.
I'm having "It's not your work hours.  Come back in 1 hour." problems.  It's affecting two sims, and happens every day.  Once the time comes for work actually to start, it changes to "Come back in 1 day."  I'm not getting any missing work message, nor any penalty (but both sims have Vacationer and ProfessionalSlacker).  backtowork does not fix it, nor does quitting their job and taking up a new career.  It's not the good old "custom uniform" issue.
I'm pretty damn sure it's got to do with travel.  The first time I encountered it was after a sim returned from university.  Moving the whole family to a new neighbourhood fixed it, but is not an acceptable solution.  The second time it happened (and this time to two sims) was after another member of the household returned from China.

There must be something about my lifestyle that EA doesn't approve of, because no matter how loose my pants are, I never get to play beyond a generation or two before my game fucks up and becomes unplayable.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: jsuzannj on 2013 May 22, 01:28:02
Sorry if this has already been addressed somewhere...   :-[  I cannot find the answer anywhere!
I know that  the "Enable 12Woohoo "disables hardcoded check against 12-woohoo. Does not actually enable it without additional XML hacks not included here."
But where in heaven's name are those required XML hacks? 


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: kissing_toast on 2013 May 22, 01:29:58
Sorry if this has already been addressed somewhere...   :-[  I cannot find the answer anywhere!
I know that  the "Enable 12Woohoo "disables hardcoded check against 12-woohoo. Does not actually enable it without additional XML hacks not included here."
But where in heaven's name are those required XML hacks? 

Since they're obviously not available here, why would you ask here? Go ask a search engine or two.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2013 August 28, 21:43:35
How is the "chown" command intended to be used? I can't even get the game to recognise it as an actual command in my game. With or without testingcheats enabled it always throws up that it is an unrecognised command.
I've always assumed it would be useful for stuff like allowing playable Sims to decorate community lots with personal paintings, sketches and photos by making the game believe they belong to the lot and not the Sim but I don't know seeing as how I've never got it to function.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gwill on 2013 August 29, 02:16:29
I've always assumed it would be useful for stuff like allowing playable Sims to decorate community lots with personal paintings, sketches and photos by making the game believe they belong to the lot and not the Sim but I don't know seeing as how I've never got it to function.

Those can be placed on any lot straight from the inventory, can't they?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2013 August 29, 11:15:14
Yes but if you then later enter Edit Town mode to alter the lot in any way they then get returned to the Sim's inventory. The game pops up a message along the lines of "Your Sim left something behind. The missing objects have been returned to their inventory."
The only way I managed to decorate my public gallery with Sim-made paintings was to make it residential, have the Sim hang all of the paintings and then evict him before turning the lot back into a public gallery.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2013 August 29, 18:56:30
chown is available after 'setconfig enabledebugcommands true'. I think it is similar to SetLotOwner:Null in NRaas DebugEnabler.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Menaceman on 2013 September 01, 18:41:23
I wondered if another command needed to be activated first but only thought of trying testingCheats.
I checked the Awesomemod Console & Debug wiki page but it doesn't mention anything about activating the debug commands.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: spiritseer on 2013 October 13, 20:54:37
Hate to be a pain in the ass but I am finding that lifetimehappiness that is mentioned in the first thread does not work, any suggestions on how to make it work?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: wizard_merlin on 2013 October 14, 18:16:18
Hate to be a pain in the ass but I am finding that lifetimehappiness that is mentioned in the first thread does not work, any suggestions on how to make it work?

Works fine for me.  Must be a problem on your end.  A bit difficult to offer suggestions when no one knows what you have done yourself to solve your problem.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: Gwill on 2013 October 31, 12:29:31
Hate to be a pain in the ass but I am finding that lifetimehappiness that is mentioned in the first thread does not work, any suggestions on how to make it work?

I believe it requires testingcheats on.


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: vorpal on 2013 October 31, 18:42:43
How do I un-radar all radared Sims using the console? For example, "bless [household]" makes a household sacred, repeating "bless [household]" toggles sacred staus off again. "radar all" places all instantiated Sim under radar but I can't find a way to toggle "radar all" off again other than going the ctrl-shift-click route. Is there something like "radar none"?


Title: Re: Awesomod discussion/questions/helpful tips thread
Post by: MoonNight on 2013 November 03, 16:35:18
I would like to know if awesome mod conflits with mod that alter Social Data Base Game XML. Does anyone know?